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unmerged(31085)

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What are your wishlist for HOI 3?

1. No more CTD.
2. No more lagging.
3. More terrain features on the maps with layout of cities.
4. New sprites for every level upgrades.
5. Dynamic night and day events.
6. Dramatic night bombings with anti-aircraft flaks and searchlights as sprites.
7. Trenches
8. Icons for capital cities like that of Victoria.
9. Improvement of weather AI.
10. Improvement on computer AI.
11. Overhaul on game engine for faster gameplay.
12. Breakdown of smaller states for MODDING compatibility.

These are some of my thoughts...what are yours?
 
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The Great Duck

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I think that also in the intelligence screen,when couping nations,there should be a chance of a minister of the couped nation being assassinated,or coup could cause a revolt(in capital)?Also,I think that leaders should have their political background (it is a bit stupid to have Nedić as a Yugoslavian leader in the Doomsday scenario although he was handed over to the communist partisans by the British,and the communist authority imprisoned him and interrogated,and he committed suicide in prison).
 

unmerged(73787)

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The Great Duck said:
I think that also in the intelligence screen,when couping nations,there should be a chance of a minister of the couped nation being assassinated,or coup could cause a revolt(in capital)?Also,I think that leaders should have their political background (it is a bit stupid to have Nedić as a Yugoslavian leader in the Doomsday scenario although he was handed over to the communist partisans by the British,and the communist authority imprisoned him and interrogated,and he committed suicide in prison).

And I think the production disruption is sth quite useless(funny?)... cause I cannot choose which one to disrupt(e.g. I cannot choose to disrupt the production of Atomic Bombers or an infantry division)
 

The Great Duck

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Here are more suggestions:
The HoI3 should span from 1933 (Nazi rise to power) to 1956 (Hungarian rebellion against Soviets),and there could be an ability to change the end-date,but there would be no events,ministers,leaders and technologies past 1956.Also,it would be nice if,when annexed,player would go to the main menu instead of a CTD to take place.Sprites for every model,distinct flags for each government type for each country,and sprites for cavalry,motorized and mechanized divisions would also be good.
And I really hope Istria will be a separate province from Venice in HoI3.
I hope they will start working o HoI3 after they make a game on the Ancient era,a game on Napoleon,CK2 and Vicky 2,and the devs and the modders should improve HoI2 with more mods and patches.
 

juv95hrn

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(Apologies if these are mentioned above but I haven't read through this thread yet.


Wishlist for future patches/HOI 3:

* Ability to dismiss leaders
* Ability to create/build/purchase siege supply depots.
(To be able to plan for and withstand long sieges like fx in Leningrad. As of now the defenders are out of org in less than 2 months. Either this or enable sea supply over lake Ladoga.)
* Add a + year option to flight missions
* Add a Prioritize/upgrade on/off button for *all* units simultaneously to avoid having to set every single one.
* Sort leaders on XP and traits in the leader placement menu on not only in the ledger.
*Disable total elimination of divisions from aerial bombardment.
(Leaving them at 1 strength and 1 org should be enough.)
* This ones been around since Hoi 1 1.0... Prevent the AI under military control from repeatedly withdrawing from amphibious assaults.
(The prime example would be the Italian AI withdrawing from a non-opposed landing on Crete dozens of times thereby delaying the annexation of a totally defeated Greece for weeks and months and bringing much consternation to the player.)

Thats all for now. Thanks for a great product!
 
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The Great Duck

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Here is another suggestion:
There could be a possibility, for leaders and ministers to get wounded while in battle or when an assassination is attempted,which would either reduce their capabilities or make them unavailable for some time,and there would be possibility of a ranfom event to fire when the wounded minister/leader would die.
 

unmerged(73469)

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Apr 4, 2007
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hmmm..... What I would want in HOI3.......

1. The make your own division idea by hellfish
2. A sort of "Low rank poul", with a large amount of brig. Generals and colonls who you can promote into the general poll.
3. The abilty to do total war and (yes, i DO know Paradox is against it) Terror bombing (would incraese enemys disent)
4. Also, if a war starts draggin on for a long time, and nations have lots of defeats shortages, they should start to get less willing to fight, in that you get less manpower, and you start to get more distent, until the people actually try to overthrow you.
5. It would be annoying, but i belive when a land unit is surronded or an air or sea unit is completly destroyed, you should lose the commander. Also, with ships, ypu should be able to disingnate a flagship that houses the commander, and if that sinks, no more commander :D
6. Make a new 1919, 1929, and 1933 scernarios for those who want to really play a long game. :rolleyes: ( Like me)
7. Add a washington naval treaty cap, that forbids the production of a huge amount of ships for all powers who signed.
8. Finally, i think you should have to deal with prisoners of war, and there should be options open for what do. For exmaple, you can be like Japan, the Soviets, and Germany (somewhat) where you don't care and just use them as slave labor (so you get extra manpower), and not have to spend to much resources on them but because of this, your enimies get better morale ( as they will fight hard to liberate there captured soliders. The other way, the way the US and UK, is to have to use a lot of resources on them, but the enemy dose not get the moarle boast. ( by the way, dose morale even help at all? if not, it should....)
 
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ozman2

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With the new Armageddon pack I'm going to have to add one more. Don't use a Chinese merchant flag of the Qing Dynasty as the flag of Communist Japan (UPS)
cinam.gif

Instead try the flag of the Japan Communist Party
jp_pc1.gif
 
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KingMississippi

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I like Hellfish's suggestions for the battalion level design, but if that could not be implemented the biggest thing for me is to actually be able to create corps, armies, army groups, fronts, etc.

For example being able to place Manstein in charge of I. Panzerarmee
with 3 Panzer Divisions under his command each with their own commander in charge. So Manstein would give a bonus to all 3 divisions and the divisional commanders would give bonuses to their own divisions. This way you can actually use all those leaders you have. And if you dont assign a unit with a leader it gets stuck with that random skill 1 major general and does not function as efficiently. It would definitely improve the level of command and the effect leaders have on battles. Plus it would allow you to better control your troops. If you want to blitz from three different directions and knock out your opponent in an envelopment you would give one command from Manstein and it would synchronize your divisions to attack. Or you could have Rommel lead the way through the breakthrough and have the other divisions move together to support him. No more Headquarters units just assign them to the front and say that for example a corps has to stay within a 200 km radius, an army a 600 km radius, and a front (army group, etc.) has to be within 1200 km or whatever size is determined feasible. A closed aligned and supported corps would receive a bonus against the enemy and it would also help you use those lvl 5 major generals to better effect than promoting them to lvl 3 generals to better utilize their bonuses. Make them work for their promotions.
 

Hollywood

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Agree with others...interactive civil disturbances/wars.

...the ability to choose during pre-game setup the desire to play as...rebels. You have no country, but tabs to prepare your actions, and the constant requirement to remain vigilant and attempting to avoid detection.
 

Governor Port

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zytrexx said:
What are your wishlist for HOI 3?

1. No more CTD.
2. No more lagging.
3. More terrain features on the maps with layout of cities.
4. New sprites for every level upgrades.
5. Dynamic night and day events.
6. Dramatic night bombings with anti-aircraft flaks and searchlights as sprites.
7. Trenches
8. Icons for capital cities like that of Victoria.
9. Improvement of weather AI.
10. Improvement on computer AI.
11. Overhaul on game engine for faster gameplay.
12. Breakdown of smaller states for MODDING compatibility.

These are some of my thoughts...what are yours?

1. More compatible economic system
2. Less bugs!!!
 

hellfish6

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I'd like every diplomatic option to be available in the negotiation menu. Trade battleships for military access, make a trade agreement for a ceasefire, etc.
 
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hellfish6 said:
I'd like every diplomatic option to be available in the negotiation menu. Trade battleships for military access, make a trade agreement for a ceasefire, etc.

I agree. Right now, getting military access is almost impossible with a country that is not at war and not in your alliance. This way seems a better use of the game. On the other hand, a trade-deal to negotiate a ceasefire would have to be highly punitive for the nation requesting the ceasefire - otherwise it would be rather unrealistic.
 

unmerged(55919)

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My suggestions for HoI3 attempt to make the game more “realistic” while not getting too complex.

1. Stockpile Limits. Being able to stockpile years’ worth of resources not only is unrealistic but prevents key aspects of WW2 from being simulated in the game. An IC-related limit would make sense (the larger the industrial base the larger the natural storing capacity inherent in the system) which could be increased through the building of infrastructure storage facilities, representing additional warehouses, tank farms, etc. The loss/reduction of IC or storage facilities (through bombing or capture) would lower your stockpile limit and, if at the limit already, result in the loss of resources, simulating their destruction or capture. Now sub warfare in the Atlantic could result in bringing the UK to its knees and Germany will need to capture resources to keep their industry going after the war starts.

2. Military Production Facilities. I like the idea of different types of factories but prefer to have them as production facilities. Traditional factories would represent the basic industries and production capacity of the nation and would directly produce supplies and CG. However, in order to produce or reinforce military units, factory IC (through the production and reinforcement sliders) would be filtered through shipyards, aircraft plants, and arsenals to produce/reinforce naval, air force, and army units respectively. Production of air units could be slowed not only due to lack of IC but lack of aircraft plants. Also, production facilities would be provincial improvements and could be specifically targeted by the enemy. Bombing the provinces with aircraft plants could help ground the Luftwaffe. Shipyards could be tied with major ports (with some conversion factor, i.e. a 10-level port could produce 20-ICs worth of ships).

3. Shipyard Specific Construction. For naval production, have a specific naval build be tied to specific shipyard. Bombing Kiel could mean reducing the shipyard and stopping or slowing the Bismark’s construction, if it was being constructed there. Capture a province with a shipyard and that shipyard’s construction is lost. This would not apply to air and army units due to the interchangeable nature of these units (made of many smaller units that could be produced at any plant/arsenal). Naval units represent individual ships or small squadrons produced at one location.

4. Minor Port Supply Limits. Have a limited capacity to bring in supplies through minor ports. This could be increased through some research techs (Mulberry harbors tech) but a major invasion force could only be supported through the capture of a major port or many minor ports.

5. Attacking Aircraft on Ground. Runway cratering missions should cause damage to all air divisions based at that airfield (or airfield complex in that province). Reducing the airfields to zero could destroy the air divisions. In HoI2 you can bomb airfields but this does no direct damage to the air divisions based there (unlike port strikes). Strength damage would result from damaging the airfields whether the air division was flying or not (even flying it would still have some aircraft on the ground as well as all the ground support). However, more damage would be inflicted on air divisions caught on the ground.

6. Amphibious Assault Failure Costly. Make amphibious assault failure more costly. Currently, if amphibious assault fails the units usually take a lot of organizational damage but little strength loss. In reality a failed assault would result in high losses for participating units. I would not be draconian and have them destroyed but they should take major strength loses and could be destroyed.

7. CG/Dissent Relationship. Reductions/increases in dissent through over/under supply of CG should be tied to population and not IC. The basic CG requirement can tied to IC but the amount over/under this should then be tied to population for the amount of dissent change. If two nations had the same population but one had a much greater IC, the IC-rich nation should not have to make more CG to reduce dissent for the same number of people (a chicken in every pot costs the same for both).

8. Brigade Research. Increase the amount of brigade tech research to force specialization in individual nations. Also, have brigade techs not only have better brigades but increase basic division stats (i.e. research Art-5 and all infantry divisions would see an increase in soft attack). This increase would come with an upgrade cost and makes sense because divisions would have some organic artillery/AT/AC/etc that would benefit from this research irregardless if they had the brigade attached. This would make researching more of the brigade techs worthwhile while allowing more national differentiation (i.e. Germany’s armor could be better than the UK’s if they researched more HA and SP techs).
 

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bkmotoman said:
8. Brigade Research. Increase the amount of brigade tech research to force specialization in individual nations. Also, have brigade techs not only have better brigades but increase basic division stats (i.e. research Art-5 and all infantry divisions would see an increase in soft attack). This increase would come with an upgrade cost and makes sense because divisions would have some organic artillery/AT/AC/etc that would benefit from this research irregardless if they had the brigade attached. This would make researching more of the brigade techs worthwhile while allowing more national differentiation (i.e. Germany’s armor could be better than the UK’s if they researched more HA and SP techs).

The Historical Improvement Project (HIP Mod) does that, if you're interested.
 

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I took this (and added to it) from the "build your own division" thread.

[All of the ideas listed here are not mine; some i have gathered from others on this thread.]

Hellfish6, I just wanted to mention that you have done an INCREDIBLE job in this thread, and that your ideas are some of the best i've read on the subject. The battalion concept is one that i've thought of in the past, and i agree that it's the best option for HOI3, if it actually comes out. I mean, how many times have you wanted to garrison (or just have a presense) in a province, and you have no choice but to send a 10,000 man division to do it? It's more realistic to overstrength you units on the front line at the expense of having smaller, 4-6 battalion divisions in the interior. Smaller units are, in my opinion, a better choice for island fighting, and in regions with few troops, to increase outflanking manuevers.

Furthermore, as most people here have pretty strong opinions for staying with the division/brigade system OR changing to battallion-sized created units, i feel its necessary to point out that using a template to create divisions (for example, with war between Germany/USSR) production would work out almost exactly like HOI2 and using the battallion editor would simply help out for small-corps sized units engaged at other, more constricted locations (islands, N. Africa, jungles of SE Asia) where large Armies were not feasible or effective. In essense, it makes small battles between 2 divisions as interesting as the large battle with 100's of thousands of men.

Someone on the first page of this thread mentioned Master of Orion (by which im pretty sure he meant MOO2, not 1) as a good idea for the ship/division upgrade template. In master of orion 2, you could take any ship at any time, and either upgrade it piece by piece or upgrade it with one of 5 presaved templates. Even though you could have stack of 20-60 or so ships, the upgrading wasn't tedious; in fact, it was half the fun of the game, to see how the millions of different combinations would affect unit vs. unit combat. I think its a great system to model in HOI3; clean, quick (if you want it to be), and in-depth (if you want it to be).

I also liked the idea of a casualty counter that someone mentioned a few pages back; the ships count how many ships they sink, and this would give an equivilant to the land units in general, let you know overall how your war effort is going--maybe it could even effect recruitment? (maybe more desertion if your getting killed at a 10-1 clip?).

Different types of CAG on carriers (and differing capacity on fleet AND escort CV) is also an awesome idea, as you can differentiate mission types (purly sub hunting, fleet destruction, fleet protection, etc).

Also, one of the best other ideas i heard here is the SMG, or assault battallions, for urban fighting (especially with the "Urban" provinces). Similarily, the siege artillery battallions is a great idea too, for heavliy fortified provinces like Moscow and Maginot line provinces, since there really isn't a good antidote to places like that unless you bring in 60 divisions or so from about 40 different directions.

Here are some other ideas that i would like factored into HOI3.

1. I think that the player should be able to concentrate his forces at each territory junction with adjacent provinces, not in the territory at large. I say this because provinces are themselves huge. Strategic chokepoints (i.e., borders with river crossings, or mountain/mountain borders) could be manned with fewer divisions, and expected routes of attack can be defended by more divisions, etc. Major strategic bridges over the major (i.e., Nile, Rhine, Danube, Volga, etc.) should be included. Yes, this would be a Unbelieveably HUGE change, but i think it would add to realism (basically breaking down each province into smaller areas where you can choose to garrison your troops). I give this as an alternative to those who say there should be NO provinces, simply points on a map (cities, factories, AA, etc.); i think offering MORE provinces is a good compromise with people that want TOTOAL tactical freedom and those that see realistic limits to what processers can do. Also of note is many provinces could be effectively argued to have 2 distinct terrain types; having more quantity simply makes the globe/map more realistic.

2. I think POW's should be factored in. If you encircle and destory 10 Soviet infantry divisions, the men do not simply dissappear; eliminating them takes prodigious ammounts of ammunition, as does feeding them. POW camps should be constructed at the provincial level and supplied (.2 or whatever/day per 10,000 men); failure to do so raises partisian levels in captured territories and increases your beligerance, inciting more powers to conspire against you.

3. coastal batteries should engage passing enemy ships, with limited effectiveness in open seas (island coasts) and more effectiveness in constricted passages (Bosperous, English Channel, ect.) . Conversely, ships offshore of an unfortified enemy coast should slowly reduce its infrastructure or sea defenses (constant bombardment).

4. Tech teams should be based in a (historical?) province, and if that province is captured, all research is lost. Research can be handicapped by strategic bombing of said province. The quality of a produced combat unit should depend on the quality of the tech team. Nation-specific technologies should/could be factored into National tech trees. Tech teams should have a percentage chance of being captured by invading armies that occupy their historical province (i.e. become selectable by conquoring nation).

5. Partisian units operating in captured territory should be able to be "funded" or supplied by the host nation (as a bonus, not a requirement) and additionally be constructed (cheaply) and infiltrated into position.

6. New construction options (seperate from the general "land fortifications"): Hardened sub pens (protect reconstitution of submarine units) and Underground factories (to protect IC production). These have historical precedents.

7. Allies (in Single player) should be able to communicate with each other regarding attacks! If my forces are attacking an enemy provinces, i should at least be able to allert my allied forces in adjacent provinces to attack at the same time.

8. Having an idle engineering battalion (or more) in a province already conducting an upgrade (i.e., infrastructure improvement, land fort construction, airfield, etc.) should decrease the amount of time it takes to complete, though it would result in their organization not increasing.

9. In a manner similar to naval combat, land divisions could have different engagement ranges (accounting for the longer reach of heavy artillery and siege weapons) where they could sit just beyond the reach of defenders and force them to sally forth or be pummeled piece by piece. This ideas was proposed a while back by someone else, and i really think it could work in both provinceless configurations and in the smaller provinces that i advocate. I like the idea of having an "artillery barage" command in conjunction with the regular attack support attack reserve commands.

10. Also, as regards more, smaller provinces (which, by the way, would reduce the monsterous stacks of 40 fighting 40 divisions that never really happened in WW2 because more provinces = more places to hold the line), i think there need to be a few more Urban areas, Rome, Paris, Rio, etc., not because i think there needs to be more urban combat, but becuase these cities are MASSIVE, even in 1940. Even Birmingham (US), represented in HOI2 as a forest, was in 1940 a large industrial city of 250K and was the second largest producer of steel in the country (incidentally its where im from). True, most of the province in the game is forest and hills, but the city itself should be a urban tile, as should some other choice locations.

11. I think i can universally say that the US AI putting 60 divisions on Guam should be fixed :) . I also think there should be a max capacity for some islands, especially small S Pacific islands with limited water resources.

12. In keeping with the idea for different sections for provinces, i think defensive fortifications should be drawn up for certain borders, not all of them simutaneously. Also reduce its construction time and cost (?) AA should be concentrated in a sector of the province too.

13. Someone else mentioned combining and/or superimposing the attack/defense progress meter with a graphical representation of the province. This sounds reasonable to me, even with currrent programming and computer limits.

14. I agree with the popular notion that the game length should be extended slightly, probably 1931-1950 or 1956, with an option to continue beyond that date with no score recorded.

15. I also agree with earlier proposals of more control allowed for puppets and allies. I believe puppets should have their production, land improvements, and leaders manipulated by their masters. As i mentioned earlier, allies should be allowed (or at least invited, or notified) of attacks occuring in adjacent sectors.

16. I highly recommend an earlier thread where overlapping Roa's were employed on a gradient, where slight overlap indicated recon skirmishes, and more thorough overlap indicated heavy involvement, with the respective increase in % effectiveness. This is a BRILLIANT idea, as are most of his other ideas on gradiants (pop migration, partisian activity, etc.).

17. There was another good idea posted earlier that i dont think got enough attentions, especially in a game where pretty much all nations had drafted armies--the idea of categorizing divisions (or battillions) as rated A/B/C. "C" rated formations, made of old men and extremely young boys with sub-par equiment, would be cheaper to maintain, have a permanently lower (capped) organization, slower to move, but produced quickly to fill gaps in the line.

18. Not far back in this thread, someone explained why the current HOI2 system of infrastructure/IC destruction following conquest (usually 1/2) is unrealistic (i.e., when 4 armored divisions quickly rout a single infantry division in 1 hour and still 50% infrastructure is destroyed), whereas constant combat in a province for months results in the same destruction. A definite revision of this, i think, is necessary.

19. On a personal note, I find it would enhance gameplay if a small weather icon were placed somewhere in the province box so that i can more quickly see the current weather conditions.

20. Amphibious operations should be increasingly allowed (in additional territories) as new amphibious techs are researched, and as their corresponding attached battillions (LST's and other landing craft) are produced and attached properly. Landing/assault craft should be attachments to Transport flotillas, and should enable "amphibious assault" type missions; otherwise, transports are only useful for transporting friendly units between friendly provinces. Also, as regards the "new" province system, a province should have a "beachhead" or "coastal" "Territory," where battillions must be placed to oppose a landing (perhaps a new terrain type altogether, where defensive modifiers are nonexistant).

21. Consumer/civilian technologies? Perhaps you could assign one of your tech team slots to research things like "advanced economical passenger car" that teams such as Volkswagen and Ford woud excell at, the result being a lowering of dissent in your territories?

In any case, these are my thoughts. I also want to put my two cents in (again) in regards to the whole battallion and micromanagement thing--like someone said earlier, what else do you really do 1936-1939 anyway? When i plan to play a game of HOI2, i give myself weeks and sometimes more to complete a game. Personally, i want it as realistic and detailed as possible, within reason; if you want to make allowances for casual gamers, fine, let them play HOI2, but I think HOI 3 should be designed for the hard-core gamers that have supported this type of game for decades.

Furthermore, if everyone here could decide (or vote) on a universal list of recommendations for Paradox, does anyone think that would help matters any? I would really like to see HOI3 come out, and I would like to do whatever i can to make that happen.

(I will continue to modify and add ideas to this post as i scour the threads on this site and collect them here, as a handy reference page)
 
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The Great Duck

Eternal leader of all Ducks
Dec 13, 2006
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kris4o1993 said:
Infantry moving like Knights of Honor and battles like Medieval 2: Total war
I think that infantry moving like KoH could be good,however,Paradox is going to make tactical battles only after they monopolize the MMORPG and FPS markets first.:p
 

Bavor

Corporal
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May 24, 2006
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  • Tyranny: Archon Edition
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  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Way of Life
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
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  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
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  • Darkest Hour
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My main wish for HoI3:

For Paradox to not make it.

Why, you ask? It's simple. Paradox has already made 2 sequels to Europa Universalis, 1 sequel to HoI (plus a $5 "booster back for HoI2), and a glorified patch for Victoria. I've played from 1412(or whenever EUII started)-1953 so many times they're getting kinda boring. What I really, really, REALLY want Paradox to focus on making something new; a Cold War game. The possibilities for such a game are almost endless, but if the community just keeps demanding more of the same, just with prettier graphics, we're eventually just going to tire of it. That's why Paradox needs to make a Cold War game, to create something new.

Not to say that after said game they couldn't make HoI3 after the Cold War game, though ;)
 
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