• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(12544)

General
Dec 9, 2002
1.936
0
Visit site
1) Production screen: small buttons next to Consumer Goods, Production, Supplies, Reinforcements, Upgrades, which by click will set the slider to 100% needed for that field.

2) Production screen: When you e.g. build a division it says "Takes 90 days to develop", please add right next to that the date, when it is finished. You see the date after clicking "Start Production", but it is not so convenient for planning. So the ETA of the queque should also be shown, when you start production.
 
Upvote 0

unmerged(37708)

Sergeant
Jan 10, 2005
73
0
Tech Tree suggestion.
The Tech Tree Variation is not high enough. I would prefer an system where you can combine an varyiety of guns with different armor types.
Example. The Game shows the first PzIII apearing in 39, this isn't accurate. Also the data shown for PzIV isn't accurate.
I know it's some kind of an abstraction for the technologies but i loved Hoi1 for the variuos possibilitys to handle the tech "tree"

In General it should be possible to develop independent Techs for:

Ground:
1. Various Types of guns. Which could be later used as Tank and/or AT gun.
2. Various Types of ammunition. Which have effect on ANY unit wich could use it in therms of supply and efficiency.
3. Engine developement, improve/affects speed for any unit.
4. When having an new type of AT/AA/ART gung introduced it should also have effect on fortification modifier dependant on their level. this is because they would probably use it.

Naval:
1. Develop Improved Radar technologies should also affect ships already in service. Like AA Firepower, possibility to detect other ships, firing range/efficiency.
2. Improved Sonar Techs for destroyers. Should also "upgrade" existing flotilllas.
3. Torpedo Techs, this is because the Type VIIB was an sub but it was upgraded while introducing new torpedos and should have an drastical effect on their efficiency.

Air:
1. Improvement of the weaponry, some techs like mutiple turret are dependant to develop an new bomber type some not. Guided Glide bombs or rocket driven bunker buster bombs where used from various planes, HE111, Ju88 etc. It should be possible to have this "cheap" way to improve their ability to hit their targets dratically.

2. Improved external weapon pod's for interceptors, this way you can develop an interceptor type wich will be better suited for heavy bombers than others trading it for less defence.

I know, your opinion is that there shouldn't be so many micro management but in some cases i don't call it micromanagement. I would describe it the freedom to develop the most effective weaponry for your very own strategy.

In General i would love an HOI where the Battle mechanics and the Unit Handling is from Hoi2 with the freedom to develop things like in Hoi1 but with the way of having these techs displayed and managed like in Hoi2.

This won't probably not happen but i'am wondering why this is.
 
Jan 25, 2005
1.200
0
Some suggestions for enhancements:

* The "military access"-system doesn´t work well. When I as Brazil managed to join Axis, Germany and Italy allowed me to control their troops!! Only much weaker Alliance-memnbers should accept this proposal!

* Armies performing "Support Defence" should not move into the province they´re defending after the attack if I don´t want them to. It should work as "Support attack".

* AI need to understand when to perform "Anti partisan-duty" and when not to. Checking Italy, most of their regular forces were spread around Italy performing "Anti-partisan duty"(!) when USA was about to invade their country(!). Tech AI to use garrisons to fight partisans, not use this action in their own country and that fighting rapidly advancing enemies is more important then fighting partisans.

* Suggestions for new leader traits:

Army:

- Administrator: big boost to anti-partisan duty
- Jungle expert: no attrition and less penalty fighting in jungles
- Artillery master: artillery-brigades get improved attack stats

Navy:

- Master navigator: increases range and speed of naval units
- Logistics wizard: same as for army but for naval units

Air:

- Logistics wizard: same but for air units
- Master navigator: same as for naval units
- Anti-aircraft specialist: AA-brigades or static AA in same province and surrounding provinces get a bonus
 
Last edited:
Jan 25, 2005
1.200
0
wormdevil said:
Some sort of "Massacre" option. I don't want to spend lots of units taking care of the partizans and spending more recources than the province gives. Or the partizan activities can be lowered.

Edit: Similar to Rome:Total War.


Massacre?? I hope you´re kidding... :mad:
 

RoMMeL DvAz

Old Guard Grognard
39 Badges
Oct 24, 2002
6.377
26
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron III
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Crusader Kings II
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • 500k Club
  • Cities: Skylines
Danielos said:
Massacre?? I hope you´re kidding... :mad:

He have not read forum rules :mad:
 
Jan 25, 2005
1.200
0
There are some strange errors concerning historical years in the tech tree. All "great war"-technology should have a historical year of 1918, yes? So why do they have 1936 as their historical year? Please correct this for 1.2...
 

Iarodus

Second Lieutenant
11 Badges
Feb 17, 2005
170
66
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Supreme Ruler 2020
  • Victoria 2
  • 500k Club
It's a minor problem, but when a trade deal is inactive due to lack of supplies it will only say that the deal is inactive on the production screen and nothing about what was originally part of the deal. This makes it harder than it should be to set up a new lower trade deal with the country in question or to find a replacement deal with another country. So it'd be nice if on the production screen it still said what the trade deal was for even if it is inactive.
 

unmerged(38419)

Corporal
Jan 21, 2005
41
0
I have read the forum rules. What i said has nothing to do with the concentration camps and so on. This is just a game and I personally doesn't want to wait for months to settle the partizans. It's used in so much games, nothing to do with Nazism, racism and other irritating stuff. A ruler could be able to make some decisions to make the people become less tend to riot.


Edit: Just checked again and i thought i might have been misunderstood. I didn't ask for mass-murdering a nation, or building concentration or deathcamps. I just wanted to say that if your country was ruled by dictatorship, the leader can do (in paper) anything he/she wants to supress the partizans. I've just fed up with having about 3 garrisons every province, that doesn't make sense.

NOTE: There will not be any gulags or deathcamps (including POW camps) to build in Hearts of Iron2, nor will there be the ability to simulate the Holocaust or systematic purges, so I ask you not to discuss these topics as they are not related to this game. Thank You.

NOTE: Strategic bombing in HoI2 will be abstracted and not allow you to terror bomb civilians specifically. Chemical weapons will also not be included in the game. Any threads that complain about this issue will be closed without discussion.


Extra Edit: Or force the problematic partizans leave the country. I don't know which one will be appropriate to be added. I just want the troublemakers out of my country. In case of SU, I offer a Utopia (i changed the sliders to the Marxism), where everybody can be equal. I rightfully want my people to be prospourous and out of trouble. Personally, if I were a leader, I wouldn't by any means order anybody elses death. However, if I were a leader, I would not be a dictator or Nazi. Because of their lack of talent in solving the problems in the right way, there should be something, something that keeps little countries from attacking Germany(AI problems i guess).

And remember, this is a game. And I would want to roleplay every kind of leader, and control as much as aspect as I can. If I did something wrong by stating my ideas, which isn't technically forbidden by the rules, I'm so sorry for doing such thing and distorting the forums order.

Quad Edit: I didn't mean to say massacre after thinking a couple of minutes. I wanted to have the option of executing the partizans. Like "if you do underground honkey-junks you'll face this" and makin zero tolerance on that. I used it for mass-execution of partizans, not for mass-execution of the innocent. With this, all i said was down, and I'll delete my previous message but leave this one because it contains different ideas, very few can be used in this game. I apologize again for my inconvenient use of words.
 
Last edited:

Makeyourownmind

Second Lieutenant
13 Badges
Feb 18, 2005
189
0
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Victoria 2
  • 500k Club
  • Mount & Blade: With Fire and Sword
Wishlist

Väinö I said:
5) AFAIK, research is already re-calculated on daily basis. The fact that the productions is not seems to be WAD (working as desinged). The reasoning being that factories that have already been geared towards producing small arms for 8 rifle divisions can't just suddenly implement new assembly line without interfereing with the production run. I personally think the feature is quite realistic.

If I can make a production faster by killing the process and doing all the work again from the scratch, this IS annoying! And if it is cheaper, too (like in Hawk Lobby or Free Market), this is a bug. And If I build 10 light cruisers, then I can't understand why they use all the old methods up to the end. If it doesn't change automatic, I want some demon that reminds me: If you start this specific process from the scratch, it is cheaper. Your choice.


Väinö I said:
9) Point being? You can already rebase aircraft to the ends of the earth.

They always rebase over enemy territory and gain all the available AA if there is a choice to fly the save or the dangerous route.


Väinö I said:
Also, if I may nitpick to extreme, Germany was not the only nation to build a super cruiser nor did the Washington naval treaty limit CA main batteries to 20 cm. ;)

Show it to me. Sorry, but all other major naval powers have signed the Washington naval treaty (but not all have follwed the paragraphs, see Japan and Italy before WWII) and CA where limited to 20 cm (8'') guns. I don't know of a CA-class that has over 8'' guns. Can you name me one? Battlecruisers and battleships have of course main artillery over 8'', but they are not hvy cruisers, and their numbers where strictly limited by the Washington naval treaty. They where not without intention be called "pocket-battleships" (because of their caliber).


Väinö I said:
Japan did do some carrier hybrid conversions during the war (two ex-BBs, on ex-CA).

And if I may add, those 5.9" batteries on Graf ->Zeppelin are nothing (well besides a complete waste of weight, as only god knows why the Germans presisted on using the obsolete practise of having seperate AA and anti-ship secondaries when everyone else went DP) when compared to the usless 8" guns that some of the Japanese and American CVs sported.

Thanks for the info. Anyway, as far as I know it only a very small number of CV's were sunk by battleships or cruisers (namely the one that I know of: the HMS Glorious)


Väinö I said:
IMNSHO the Spähkreuzers are nothing less than CLs in HoI terms.

You are right - up to 7,500 ts is the displacement of a light cruiser.


Väinö I said:
It does indeed seem that the current ranges of the naval units in the game were based on the assumption that everyone is playing as Italy. :eek: Germany isn't that bad (the operational ranges on it's ships were not as special on avarage as you make them out to be), but the Pacific naval powers, ie. US and Japan, are worse off.

I don't know. I assumed they have used average ranges.


Väinö I said:
From historical pow (and Paradox may have very well chosen to slash the ranges intentionally), I'd like to see around 150%-200% increase in ranges, depending a bit on the type and tech level of the ship,

I don't know why they did it that way. First of all, there WERE ships that had a short range, but for some mission templates they are useless, so, of course, there were ships invented with more range - and other methods, like refuling on the high sea.

I understand that a transport has only 3,000 nm range (maybe historically not correct, but the effects are likely similar to the history) - and having 10,000 men piled one over the other doesn't make it better. But on the other hand, warships don't have this effect like in history. They are puny. If Hitler had the ships you grant him, he would have said from the beginning: "Admiral Raeder, I understand your interest in warships, but they are useless. Get over it. Do you want to have a job in my newly build panzer army?"

I think 10,000 nm (one-way) for ships build after 1936 was a very good range for capital ships, and 20,000 nm was extraordinary. But in reality, they used auxilary ships, so their range increased drastically.

And the more I write and read about WWII navies, the more I get the idea that 'one size fits all' is wrong. All the major powers had different ways to do it their way, so all the ships got different abilitys (apart from the - very basic - ability to move or sink other ships). And some abilitys ARE important, as the range-discussion shows.

IF you think that one size fits all is right after all, then there are a few more shipclasses to think about then only SS, DD, CL, CA, BC, BB, CV and Transport - they are very basic.

Britisch battlecruisers had a total different philosophy then the german Scharnhorst class - the british ships where armored with paper [Edit: and they later tried to better armor them, but a design failure cant't be changed, but they where propperly armed], while the german ships belonged to the class of "fast Battleships" (they [Edit: the Scharnhorst and Gneisenau] where amored like real Battleships, but because of the lack of apropriate guns, they were - temporarily - armed with (9x) 11'' guns instead of the intended (6x) 15'' guns. Because of the outbreak of WWII, this was never changed [the turrets were produced, but not installed]). Note that their size of 3/4 of the Bismarck corresponds with only 3/4 of the (intended) guns of the same caliber.
The Bismarck class was also around 31 knots.

There where short range and long range hvy cruisers, both for totally different usage. (like: Admiral Hipper class <-> Deutschland class)

Light cruiser is a term used for all fast, armored ships larger then a destroyer and not so heavy armed as a "real" cruiser. Their usage is not unified.
And there were ships you force to be a light cruiser, who could be proud to be named like that, like AA battery ships.

Battleships of newer designe where much faster then you assume (Bismarck class over 31 knots!) - but older ones could have the same firepower and nearly the same weight of armor.

Carrier had from nearly 20 airplanes to over 40 airplanes on one ship - a significant difference, even if you upgrade the type of the airplane to a newer one. Maybe you can implement this as a "factor", where 20 standard planes may be equal one, and you multiplicate this factor with the boni from the planes given.

There were carrier with a protection system of a battleship! (namely the Shinano), and other, cheap builds, who were not protected at all (namely the escort carriers).

All the small ships you force to be destroyers (Schnellboote, torpedoboots and more ...) have totally different usage and stats.

And so on...
 
Last edited:

unmerged(6815)

Recruit
Dec 13, 2001
1
0
Possible enhancement

1) Is it possible to makes event command (when=now/on_update) works again? (its very useful to upgrade ships - for example during the war surface&air detection devices were improved sugnificantly during numerous upgrades)
2) Is it possible to include air transport capability for CV - because to use direct rebase from England to Alexandria or Hong Kong is slightly unrealistic (or not slightly:)))) - anyone can remember British problems with supplying Malta for example. Land based aircraft should not operate from them, but should be transportable (its true for at least fighters, CAS)
3) Is it possible to make available brigade type separate for each level of each type of division with separation - or which level of division which level of brigade is usable.
4) Is it possible to add 4-5 empty brigade types - it can makes game much more moddable and flexible.
5) Is it possible to add few (for example 2-3) brigades to one division. To prevent appearance of super unit -it should be possible to add only different types of brigades, exept (may be) CAG for CV
6) Is it possible to add some new mission for CAG - for example - Air Superioity, Runavay cratering, logistical strice etc.
7) System with CAG as brigade looks not always realistic - for example British and Japaneese CAG were intensively used from land bases - same for Marines air wing with CVs. Is it possible to use CAG as unit type but with behavior on CV as it is. This can makes possible to make difference between light and heavy CV
 

Van der Gent

Old Guard Admiral
42 Badges
Sep 16, 2004
3.548
273
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Europa Universalis 4: Emperor
  • Hearts of Iron III
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • Hearts of Iron Anthology
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order

yiapap

Second Lieutenant
28 Badges
Apr 25, 2001
121
0
www.yiapap.com
  • Rome: Vae Victis
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
  • Arsenal of Democracy
  • Victoria 2
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Heir to the Throne
  • Hearts of Iron III
  • For The Glory
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Darkest Hour
  • Cities in Motion 2
  • Cities in Motion
My list

After reading all 15 pages here's my summary of "most wanted features". Some of them were "borrowed" by other people :rolleyes: :

Interface
  • Sliders- 'Move to 100%' gesture, fix >100% by increasing unlocked sliders
  • Alphabetical sorting of units - It's madness trying to locate the '1st Tannu Tuva Expeditionary Force' out of 300 divisions/formations. Either sort alphabetically or place last-clicked unit on top
  • Ability to click on provinces in diplomatic negotiations
  • Load Game button- After the detailed savedgame files I think it's time for a bold new step: Add the darned 'Load Game' button!
  • *new* An uber-finish routine! The ending sequence (wait! there is no sequence!) is a major dissapointment! I'm not talking about eye-candy videos (heaven forbid!) but something... *anything* is better than "You have won, here's the Victory Points allocation from the Statistics group". Perhaps some overall performance statistics of all alliances/major nations or something similar. I still remember how Civilization "replayed" your game after it was finished! So, major events (like province takeovers) could be logged and replayed if the player chose to.
  • Autosave every week I know, most people rarely use autosave every month, but I always play on Below Normal, Slow during the "difficult" years. As a result a month is way TOO much when I'm suddenly looking at my Windows background!
  • Realistic days-in-month I can't believe that even after so many titles Paradox still refuses to use the days-in-month algorithm to get rid of February 30th!


AI Interaction
  • Accept Peace should be much easier. It's hard to picture most countries, not ruled by an Austrian dictator with a small moustache, that keep refusing peace while their opponents war score is 100% and when the opponent has 1000xMy_Single_Militia. Perhaps an "Overthrow of government" followed by repeated peace offers by the new government could deal with it, instead of scripted Vichy's
  • Freebies Most offers of "something for nothing" are cancelled every day just to be replaced by a new, similar offer. In one game after Liberating Azerbaijan, they had 10 open deals with Germany offering them oil for nothing. 9 of them were not operational. When the 10th became non-operational, they cancelled every single one and then reissued them in a matter of days! This kept happening for over 2 years until the game finally ended.


Human stuff handled by the AI
  • Give supply lines through allied,military_access territory- Enough said!
  • Ability to create manual supply routes to allied territory - Human forces should then use the newly created depot for supplies and then the ally's depot. When the user cancels the the route, all supplies go to the ally. Please note that the automatic system should still be operational (one manual route, other routes automatic). I know that this is hard to implement but it would add a lot to the game's playability IMHO
  • More What-If Rules after Germany surrenders. I've seen the USSR take hold of East Europe and France after I (as the USA) invaded through Italy. When I took over Berlin, Joseph wasn't even near Poland!
  • Teleported armies When liberating a province of a non-allied nation give military access immediately- Problem solved.
  • Decrease war probability due to belingerence - In one game a 8-division Bulgaria attacked the USSR in 1945, when their relations was at +199 and the USSR just annexed Romania. Besides being suicidal I see no reason for these things to happen. Belingerence may work well in medieval Europe but not in the 20th century! (also related to the USA declaring war in the USSR)
  • I want to Interdict province X Not its neighboring province, the one with Level 10 AAs and a single Garisson unit. Even the manual states that it is doable...
  • Somehow "Synchronised arrivals" don't work I select multiple units, r-click on the target province, check the box... and still some units arrive earlier, only to be slaughtered. Not to mention what ctrl+click+select_from_list means. When a single formation attacks a province with "Synchronise arrival" checked, why not recalculate the arrival time for all units attacking that province? This way we should only issue the Synchronise order once (on the last unit) instead of joggling through multiple provinces/lists/divisions.


AI *sigh*
  • USA joining the Axis - So far I've seen USA joining the axis more frequently than Japan DOWs the US!
  • Japan- Full stop
  • Better usage of air support from the AI. E.g. German AI loves to fly over toulip fields while the Russians are at the outskirts of Berlin. 10+ Tactical bomber crews on leave while their province is bombarded by ships
  • Better research priorities for minors - Someone must tell them that they are in fact... Minors!
  • Japs love Leningrad - This really deserves to be separate from other Japan issues!
  • Urban Capital Terror - Someone please teach the AI to use combined air-ground attacks on capitals. Or, move the capital when it's surrounded. It may be ahistoric for the Fuhrer to move to Oslo but it's still better than a 1-province Germany surrounded by 300+ USSR divisions, while Japan is gaining provices in the east!


Mumble
  • More/better sprites - You can of course leave that to the modders
  • Change views (Weather/Political etc.) into layers. Users could then combine (some of) them at will
  • Leader deaths - change them to random depending on battle progress for particular unit/leader. This will have the added effect of preventing the user from placing Generals in 1-division armies so that they gain experience faster.
  • Nukes - What? Didn't ANYONE save and reload a game when they had a nuke throughout the game's development and testing? :wacko:
  • Fog off/on toggle - Why, oh why, would anyone actually REMOVE this feature?
  • Video Resolutions - Pretty please!

Sorry for the long post- I do like the game- Honestly! ;)
 

Makeyourownmind

Second Lieutenant
13 Badges
Feb 18, 2005
189
0
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Victoria 2
  • 500k Club
  • Mount & Blade: With Fire and Sword
Wishlist

Some new points I got in the meantime:

- You have used a lot of local names for the provinces instead of the english terms for that areas. Thats good, but some mistakes took place: please use München for Munich, Nürnberg for Nuremberg and Wien for Vienna. Also, if you separate Friedrichshafen into two words, please make it like this: Friedrichs-hafen. Also, haFen is the right word in german, but Wilhelmshaven is a name (in Plattdeutsch or Friesisch?) and you have to follow the reality and name them with v instead of f. At last, it is not "Kriegsmarinewerft" (Techteams), instead it is "Kriegsmarinewerft Wilhelmshaven".

- The 400. Erstatz-Division (garrision germany) has a t to much, please use 400. Ersatz-Division

- Please rename the "Graf Spee" (hvy cruiser germany) to "Admiral Graf Spee"

- The techs are named: Naval DoctrineS, but Land Doctrine and Air Doctrine. Please use one term, with or without s, but not both. And sort them together (at the end?).

- Pulldown menues are confusing and impractical, especially in the message settings and production menues ( I have produced ten series of subs and about 30 infrastructures as germany, and to search for a specific item in this mess is a mess (and to sort them by clicking one up or down, too) - and that was only a fifth or less of my Industrial Capacity - imagine the additional AAs and all the troops). Please use multiple choice and a clear presentation. Maybe such tabs like my browser uses are practical. And please make a screen for reinforcment and upgrade, where i can priorise directly or choose them not to upgrade and not to reinforce at all (and a checkbox with the same function at the unit directly).

- If you sort the saves, please sort them by savedate, or give an option to do so.

- Please make an option to add numbers to an existing production series later. If I have to say always "99" to get the effect (and to cancel it if I don't need them anymore), it is uncomfortable and confusing. Especially if I get production boni after the initial order and have to chec if I am faster if I get a new production line instead of using the old one. Aditionally, make a message setting who asks If I whant to produce more if a series runs out.

- One event asked me If I wanted to replace my minister Fritsch with another one, Brauchitsch. But at that time, my minister was Lüttwitz! I wonder what had happened If I had sayed yes... Please make such events more clear! I whant to see at what BRANCH he is minister (like the case with Göring, who could be minister at different areas) and what SCHOOLS/SPECIALTYS both of them have.

- I have sayed something before, but I have to add: the Diplomacy menue doesn't show all the neccesary information. Please add: Industrial Capacity, Land Divisions by Type, Air Divisions by type and Naval Divisions by type and trade agreements with me. Maybe also a history of what agreements and proposals where made or declined until yet. Also, add sorting functions by type of goverment (for to search potential trade- and alliance partners).

- Please do something with planes. I had 30+ Air Divions (and I had planned for more), and I am forced to play below normal to manage the planes, only to realise that 10+ Divisions using fuel for nothing in the backyard the same time the front is bombarded by org 5 bombers. And everytime I get a message that I am bombarded, I have to search ALL 30 Divisions, to find out why this province is not defended, because I dont have a map layer "fade out land divisions" (to find my Air Divisions and to check what they are doing). Also, please reintroduce Intercept! I have 3+ Radar stations at my boarder, why do I have to fly the whole month because once a month 5 strategic bombers invade my territory? I know thats not ressourcefull, but I HATE being bombarded! Alternatively, you can make a message setting "remind me if enemy planes invade my Airspace" and a mission: "intercept THIS planes", but the automatic version is prefered. But add the message setting, too...
 
Last edited:

unmerged(37708)

Sergeant
Jan 10, 2005
73
0
I would regret an button to remove an Leader from this list of avaiable leaders.....call it drop him to death :rofl:
You could call this function put him out of service...there are much too many Old Guard leaders and it takes ages to search for the others....
 

Makeyourownmind

Second Lieutenant
13 Badges
Feb 18, 2005
189
0
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Victoria 2
  • 500k Club
  • Mount & Blade: With Fire and Sword
Wishlist

Postscriptum:

- I havn't found the abreviation "KMS" (Kriegsmarineschiff?) anywhere. I know that they had "Seiner Majestät Schiff" (SMS) in the first World War, but I think in WWII they don't had any abreviation at all before their ship names in Germany.

- It is really annoying that the enemy is relocating his planes to absurd bases in the nowwhere, if he has to cross over 2,000 km over my territory to do so! I cant do anything about it, because I get no message, I have to spot it manually and then rebase my own fighters everytime. I dont know the distance between the boarder of France/Metz (the last allied airport, but they used one in britain) and Poland/Lodz, but a lot of british CLOSE AIR SUPPORT rebased there while my fighters where at the boarders of france. I whant to have some of this CAS! This range could be used for my new strategic bombers. Needless to say that no british ship got to Poland to resupply them, because they don't had a harbour and my fleet blocked the path, so I whant to know the way they got there historically. Maybe you could attach dropping tanks (?) for rebasing, but this range is mad.

- Panzer are quadruple to sextuple the speed of an Infantrie Division, but had A LOT more organisation loss on the march (especially the early ones) because of the repairs needed. Maybe you could also invent a tech or a brigade that repairs Panzers (repair brigade, i.e. gives them more organisation regain). At this point, I want to repeat another post, where he suggested that you may be able to add several - different - brigades to one Division (top!), or that a repair brigade could be used for the whole army.

- The M-class CL is supposed to be the german Advanced Cruiser. In the 1939 Szenario, the germans don't have this tech, but in history, the first two ships where planned to be layed down in November 1939. All used material was scrapped at the beginning of the WWII. In September 1939, they had this tech already. Please change it in the gameszenario.
If you don't want thist to happen, please name the Advanced Cruiser "Spähkreuzer".
 
Last edited:

glen55

Captain
65 Badges
Jun 23, 2003
315
7
Visit site
  • Europa Universalis IV: Rights of Man
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Warlock: Master of the Arcane
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Knights of Honor
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Conquest of Paradise
  • 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
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Semper Fi
(1)
Panther II said:
1) Production screen: small buttons next to Consumer Goods, Production, Supplies, Reinforcements, Upgrades, which by click will set the slider to 100% needed for that field.

How pleasant to see the very first suggestion in the very first post on this topic be exactly the change that I think most needs to be made! That gives me great hope that it will catch the developers' attention. As is, EVERY SINGLE DAY I have to check the production screen at midnight to fiddle with the sliders when in fact I am attempting to implement a single, non-changing system of controlling them.

Let me add a sub-suggestion to this wonderful suggestion: allow the player to prioritize which slider gets the priority for having its needs met for the situations in which a player has enough IC to maximize one, or two or more, but not all sliders.

(2) PLEASE allow us to load and/or exit the game without having to jump through hoops. I find the current system rather irritating because I can't imagine that it did not occur to developers to place a load button within the game, but rather I assume that they wished to discourage "cheating" by easy re-loading. I bought the game; allow me to cheat (or, alternatively to correct for new facets of gameplay I just learned about because I am unable to read the illegible manual) easily within the privacy of my own home and I will enjoy my purchase more. I didn't buy the game in order to have my behavior corrected by moral monitors, and as is I wind up stewing about that the whole time I am looking at the Surrender screen, waiting for the main menu to load, etc.

Quicksaves and quickloads would be even better.

(3) Right along the same lines, PRETTY PLEASE allow us to use the space-bar to pause. K? Pretty please with sugar on top? A configurable interface would be even better of course, but that's a big change and just giving us the chance to pause with the space-bar would accomplish the great majority of what a configurable interface would be worth.
 

unmerged(12544)

General
Dec 9, 2002
1.936
0
Visit site
When the AI cancels a trade agreement, because it lacks the resource, it cancels all trades on ONE day. Please change that, so that only one agreement per day is canceled. Like

day 1 - shortage -> cancel 1 trade agreement
day 2 - shortage -> cancel 1 trade agreement
day 3 - shortage -> cancel 1 trade agreement
day 4 - shortage -> cancel 1 trade agreement
.....

Maybe the AI should be allowed to cheat in this case, so that it does not have to wait 7 days between each action.
 
Last edited:
Jan 25, 2005
1.200
0
To moderators: Do you (still) read this thread? Will any on our wishes come true? :rolleyes:

Wish: The names of rivers should be indicated on the map!

Wish: Mountaineers should have a 1945-version
 
Last edited: