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SecondReich

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What is your one dearest Hearts of Iron II wish?


My wish is a more realistic peace working system. No longer all out ANNEX OR DEATH! I'm not saying that the war should end with a few war indemnitied paid on each side, but if Germany is occupied in the West, just because they have a huge area of Russia, it doesn't mean they will keep fighting.
 
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Tormodius

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Smiffus said:
I'd like to see differently sized harbors instituted and to be able to upgrade them as needed. In the pacific theatre this is a much needed improvement.

Small harbors can only supply small ships (say frigates) and act as a drop off point for supplies
Medium harbors can supply the bigger ships
Large harbors can repair ships

Something like that.


Nice! Large harbours could be built in a port and take six month. (like shipyards in Vicky) Then they will contribute to production and naval tech, and be a deploying area for new ships... IRL you cannot deploy in all ports, only in a shipyard. :)
 

ArmchairGeneral

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Reinforcements

Units should be gradually reinforced over time rather than just clicking a button and loosing organization. This would better simulate the reorganization process and slow down the rapid advance found in the original. (Just an Idea)
 

unmerged(7415)

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Keep your eye on the Grail

My one dearest wish for HOI-2 is that it be able to interface with Victoria in the same (or similar) way that CK interfaces with EU-2.

It has always been my grandest hope for the Paradox line of strategy games that they all connect, at least in some nominal fashion.

Perhaps this would require that HOI-2 be able to start sooner, or that a patch for Victoria extend until the start of HOI-2.

The feature in CK that allows a game to be converted to EU-2 was extemely well appreciated, and gives me great hopes for the series as a contiguous whole.

While the outcome of a given Victoria game might make for a very unusual HOI-2 game, it would still be of great interest to the community of gamers who participate by making extensive and creative AAR's and Multiplayer RPG variants.

One of the real strengths of the Paradox line of strategy games has always been their flexibility. They are more than just a game... they are a game-set.
 

snoopdogg

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Ok, here's the rest of my wishes.

1) Abstraction of convoy hunting. Subs should be added to convoy hunting duty much like destroyers can be added to protection duty. They should also all be able to be removed from that duty and added to fleets, maybe with some time before they can be deployed.

2.) I was thinking about how to make the North Africa theater more realistic. Maybe you should lower the infra levels, and instead of having low infra levels hurt your units, it should have limit the supply you can drag through a province? This could put an end to the enormous battles in N. Africa if possible. Maybe the extra distance the convoys would have to travel if the Axis takes control of the Suez could weaken them against sub attack in the abstracted system too.

3.) Abstracted Strategic bombing and interception.

4.) Some way to get the enemy to admit a defeat without conquering every last vp province they've got. Kind of like War Entry score in reverse. Not really as a function of war weariness, but to let the AI know they're beaten. Maybe there'd be a surrender event letting them accept an occupation or some such. For instance, if as Germany, I've got an empire to the Urals, Britain's a puppet, and I've hit the US with five nukes, the invasion feels anticlimactic.

5.) Ending cinematic. Footage of troops celebrating or some such.
 

unmerged(15982)

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My one dearest wish:

Radically improved Diplomatic Model and/or Events Model!

That is, the spoils of war to those who deserve it!

Like, I'm in a game now as Sweden (as usual). Helped Finland survive for three years, helped Germany on the eastern front more than anyone else, basically conquering Murmansk, all of northern Russia, helping the Fritzies out in Leningrad, single-handedly taking Archangelsk and encircling Moscow.

The entire European Russian north is one big blue, but I just know that when Bitter Peace strikes all of Kola will go to Finland and all Sweden will get is "peace"! Finland, which in this game almost hasn't fired a single shot nor assisted the least in invading the Soviet Union (not even having crossed the border)!

Now, just tell me how much sense this makes and how flexible such a system is!

If you manage to change history, politics should change as well!

That's all. Love everything else about the game, otherwise I wouldn't keep playing it (nah, not really, but this was about the one dearest wish. ;) )
 
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GLENN

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Provinces

We definately need a few more provinces on the Russian Front and sea zones in the Pacific. Prhaps a couple more in the Atlantic.

Problem is the more you add the smaller they are. It is hard enough to see now let alone Vicky.

Also, a simple system like the orginal second front for Factories and allocation to corps is nice.

Special factories, which can change production unit types with a stock pile screen. Then you pull your reinforcements from the stock pile. And if your short, you can always resupply with inferior units until you can produce the good units.

I prefer hexes myself, but provinces are nice but hard to see if you make too many small ones, and very hard to click on the correct province too!

If we make too many provinces then UK will be impossible to play and perhaps the MP mode not fun at all for anyone who has combat all over the world at the same time.

I understand that more than one player can play the same country. This may be the work around for UK and the other countries too.
 
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The wishlist

196 threads and 3822 posts so far, so im not gonna go through them and see if the idea has been already discussed. Instead I post 'my wishlist' for HoI 2. Please add ideas to it, and possible links to discussion, this way we can remove the same ideas coming up in several threads.


Why? Because everything must be in order!!! :)


For start:
-Auto leader assign
Computer assigns leaders automatically to units.

-Auto reinforcement
Possibility to set it so, that the unit is auto-reinforced if it'sstrenght drops under certain %

-Auto retreat
Possibility to set it so, that the unit auto-retreats if it's strenght drops under certain %

-Land supply convoys
'Supplies' are moved into supply bases, from where they are moved to units. This of course requires manpower to be given to the use of the supply netowork; thus creating a whole new aspect to the warfare.

-'Theater scenarios'
Scenarios where the map is limited to certain provinces. It has been confirmed that there is the ability to disable provinces.

-Railroad movement
Instead of 'strategic deployment', the units could move long distances(in friendly territory) using railroad movement. Of course, there must be limtis to this(railroad capacity).
 
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- Military Loss Statistics

The game should keep track of the number of lost soldiers/ships/aircraft. For Land divisions and aircraft squadrons every lost 'number' would count, whereas a ship 'division' naturally would have to be completely destroyed to be entered into the list at all (perhaps naval losses should display all the ships by name in addition to the total number of lost vessels, since every ship in HOI does have a unique name after all. Would add a bit more 'personality' to them, I think).

Oh and forget what I said about ships and aircraft losses being being part of the total 'war casualties' listing or the distinction between 'dead' and 'captured' in the linked thread; this method is less complicated and probably better.
 

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Some thing that quickly sprung to my mind...

On air:

- Give provinces a maximum capacity of aircraft.

- Include flying boats (or similar martime recon craft). HoI I allowed for those wierd behind the lines invasions with all-transport fleets since there was nothing to detect them. Not to mention that having to exclusively use surface forces for recon is quite silly in a WW2 game (and a micromanagement hell as well). If flying boats are properly represented sneaking on a strategic scale would become much more difficult.

On naval:

- Give taskforces with CAs or BBs ability to conduct strategic bombardment on islands or coastal seazones (of those with important costal cities only?). Mainly industries (dockyards?), supply dumps and especially airfields should be vulnerable.

- It should be possible to put taskforces on automatic naval interception role. More automation, as well as "will of its own" (eg. a commander of an all transport taskforce should run for it if he detects a even slightest hint of enemy warships, no matter what his superiors have ordered) is needed for naval combat in general.

- A taskforce that detects an enemy force should not automatically throw all of it ships into combat (since he might not even be able to). Very rarely, if ever, should all ships in a seazone be able to participate in an ongoing naval battle (as opposed to HoI, where everyone and his mom engage immidietly). At least if the fleet in question is large, small concentrated fleets should have better chances.

- There should be a big difference between day and night actions. Different things were important.

- Differenting between CAs and CLs is the only "new" unit type that is really needed. I wouldn't frown on DEs and seaplane tenders though. Especially not to the latter. (Edit) How could I forget CVLs and CVEs... Silly me. Those need to be in as well, IMO (at least CVEs). It would also be nice if you could convert unfinished hulls to other similar sized ship types (BB to CV, CA/L to CVL).

- Either provide the number of operational ships in a flotilla (and adjust combat capability accordingly) or represent the smaller ships with individual units just like everyone else.

- Commanders rarely had any kind of clear picture of what exactly the enemy forces were composed of. As a consequense, neither should the player. I want my naval commaders gleefully reporting back that they saw two Royal Soverging class BBs covering that convoy, while they really were just Colony class CLs (a bit extreme example, I know). IIRC there was also a "battle" in the Med where both British and Italain forces disengaged and claimed they had been faced by a twice superior force (in reality, the forces were pretty equal).

- Naval battles were way too long in HoI I, dragging on for days at the worst. I'd prefer that the "ongoing naval combat" screen/window would be scrapped althogether. The player should be just informed with a brief AAR/statistical screen after the action. That way the battles could be more realistic in terms of time as everything would be calculated at one point.

- I don't really need to tell you that detection was way too frequent in HoI I, do I?

- If it does not cause too much micromanagement, it would be nice if ships would have a reduced efficiency after damage. Flooded boiler rooms and damaged propellers, engines or rudders impaired movement. Guns were damaged/destroyed, reducing firepower. Torpedos could blow up on the deck. Superstructure of a BB was vulnerable to even 5" gunfire, meaning that even DDs could potentially disable one (there is not much to do if gunnery directors, spotters, radar, bridge etc. are all gone).

- There should be a certain point of no retrun as far as damage goes. A point after which dockyard repairs are needed to restore a ship.
 
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unmerged(26934)

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-More diplomatic options, for instance sending supplies
-Commandos?
-Partisans...
-In HOI Editor, let the editor automatically change the type of gov't. Right now you have to tediously go through dozens of minister combos to change it and some aren't available.
-let generic generals gain experience/skill. Little nations with small general staffs get screwed cause of a lack of generals.
 

unmerged(26934)

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another:
-let certain units gain skill as they experience combat, but take it away if they suffer huge causalties. In fact, just go here for some things I hope they put in: http://forum.paradoxplaza.com/forum/showthread.php?p=2863825#post2863825

Also, Vaino, maitime recon can be conducted by sending aircraft on repeated missions over the ocean, and in naval combat a single task force will usually take on a spotted enemy, which is logical since a task force would sail together. Naval battles can continue for days on end. Yes, some of the decisive battles happened very quickly, but others took several days (sinking the Bismark, PQ-17 for example). Imagine a series of sightings an d engagements over the course of a running battle. Also, the battles in HOI are often larger than real life because players and AI make different choices that real life and commit larger forces.
 

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rafjorbro said:
Also, Vaino, maitime recon can be conducted by sending aircraft on repeated missions over the ocean, and in naval combat a single task force will usually take on a spotted enemy, which is logical since a task force would sail together. Naval battles can continue for days on end. Yes, some of the decisive battles happened very quickly, but others took several days (sinking the Bismark, PQ-17 for example). Imagine a series of sightings an d engagements over the course of a running battle. Also, the battles in HOI are often larger than real life because players and AI make different choices that real life and commit larger forces.

On maritime recon: You mean in the original HoI? Sure, but I think you argree that the practise is extremely tedious and wasteful in in terms of recourses (you are using a fricking 100 aircraft to patrol one zone). Even placing subs into every single sea zone is a more economical solution. I wouldn't object if all air squarons in HoI 2 would conduct limited (and automatic) recon of nearby provinces with their patrol planes, however (and the same should probably go for cruisers, battleships, and of course, carriers).

However, what I'm wishing for is small squadrons of flying boats, around 10-20. You know, those things with a range of around 5000-7000 kms and the ability to technically refuel even at the middle of a wide ocean. Fighters and bombers (well, strategic bombers like B17 and B24 were used in similar roles, from time to time) just didn't have the endurance for strategic maritime recon. Everything like this should be automated, of course.

Oh, and then there is the radio interception as well. Land detection was largely assumed to be caused by it in HoI, if I understood correctly. Why no similar system for navies?

On taskforces: The key word is usually. There are examples of enemy forces being defeated piecemeal in a relatively small area (thinking about Savo Island here mainly). Various communication problems may (or rather, will) come up within a taskforce or a fleet. Heck, look at the battle of Barents Sea; two German DDs fromed up with Kenya and a Town class CL (whose name excapes me) thinking they were Hipper and Lützow, and were greeted accordingly. Things like that happen in the uncertain confusion that is the naval combat.

The rule would also go ways to counter the last, very viable, point you made (player and AI commit all their forces rashly). Other thing need to be done to prevent it further, however. Large surface forces didn't really move around without air cover. And they were delegated as just escorts for carriers when they did move with it. And a concentration somewhere would leave you weak somewhere else.

On naval battles: I'll have to disargee with you here. Well, first I'll confess that I haven't really read up on the battles of Med, but in the Pacific, Atlantic and Arctic short surface actions were the norm by far.

In fact, I can't think a single one that was clearly a continious engagement, ala HoI I, that lasted for too many hours (none definetly lasted longer than a day). And the Battle of the Java Sea is the only long surface battle that is popularily classified as a single engagement that I can think of. But then again, even Java Sea saw around 24h period of no fighting at all (between the sinking of the Dutch cruisers and the time Exeter made a run for it) and should be represented by two seperate actions in HoI 2.

Neither PQ-17 (convoy action, not a battle in neither of the HoIs) or the Rheinübung operation (always classified as few seperate battles and went through a lot of seazones in the process) are particularily good examples of long naval battles.

(Edit) Carrier battles are a bit different though, being more multidimensional, but with the exception of Philippine Sea, the main action was always clearly concentreted on one day.

(Edit #2) I added a couple of new suggestions to my previous post, in case anyone is intrested.
 
Last edited:

barleyman

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This seems to concentrate on obscure (for many players) maritime minutiae, so let me put in something that hits you to the face as soon as the CD is in the drive:

USER INTERFACE
Please of please change the current hunt & peck interface logic on it's head!
Example 1:
I want to strategically relocate 10 divisions from france to Ostfront.
a) I select relevant army (possibly from multiple options in province)
b) I select relevant division
c) I press strategically relocate-button
d) confirmation window (Is there one?)
Repeat 9 times
.. 7 days later ..
e) I press tank icon
f) I press division icon
g) I click on target province province
Repeat 9 times
I can finally lasso the province and "merge" them into army corp and assign a leader to it.

Example 2:
I want to upgrade 6 banged-up panzers on OstFront
a) I select relevant army (possibly from multiple options in province)
b) I select relevant division
c) I press upgrade button
d) I select the exact model I want
Repeat 5 times

Now, obvious solution here:
1st, select the army you want.
2nd, select relocate/upgrade.
3rd, select divisions
4th, select target province/model
Voila!

Obviously similar logic could be applied to deploying forces from reserves etc etc. And don't get me started about air ops..
 

Maximilian I

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barleyman said:
Now, obvious solution here:
1st, select the army you want.
2nd, select relocate/upgrade.
3rd, select divisions
4th, select target province/model
Voila!




even easier: select unit, right click order "Strategic Redeployment" and click on target province (units move on the map). Voila!