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

Wow! If it will be so easy in HoI 2, I'm impressed. Imagine HoI 2 with larger buttons and right click menus. Impressive, most impressive! :wacko:
 

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i wish for more wishlists and most of what is on all of the different wish lists, but most of all I wish for a more complex diplomatic system.
 

Luxor

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Not sure if someone else suggested this, but I'd like to have a diplomatic option for removing a country from an alliance and to un-puppet it.
Also I'd like to have ICBMs being loaded into subs.
 

barleyman

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El Savior said:
Wow! If it will be so easy in HoI 2, I'm impressed. Imagine HoI 2 with larger buttons and right click menus. Impressive, most impressive! :wacko:

Don't think too small!
How about BIG list windows?? Like you can actually see many/most units in build/research queue etc..

And while we're daydreaming, how about painting/lassoing multiple units from reserves/whatever for plopping on-map? Or patrol type missions with units that are smart enough to go back home for repairs/resupply and return to the patrol zone afterwards! Heck, I'd be grateful CAS units which know they should go home at night!

By the way, does that mean we can strategically redeploy whole armies? Or just divisions?
 
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Raczynski

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rafjorbro said:
-More diplomatic options, for instance sending supplies
-In HOI Editor, let the editor automatically change the type of gov't. Right now you have to tediously go thrdozens of minister ough combos to change it and some aren't available.
-.

Err, you only need to change prime minister...
 

unmerged(21897)

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POW camps. Everytime an army disappears it's either destroyed or it surrenderd. At least thats what the manual says. Eitherway the troops are lost forever. I would like POW camps in the province where the army was defeated. Not actual camps you would have to build. But lets say a German army disappeared in Stalingrad. Of the 30 divisions 9 were lost during the battle. 21 divisions surrenderd to the Soviets. Putting a drain on the Soviet supply stock. Once a German army takes Stalingrad again these 21 divisions are liberated and added to the German manpower pool again.
 

unmerged(16377)

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Hexes or any other different mapping system that would allow you to do real strategical manouvers and deployment. All provinces/hexes must be of the same size so that we don't have some parts of the world where you can conquer a province at the size of Europe with just one militia, while u need maybe 100 militias to conquer Europe.
 

Tormodius

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More versatility to the diplomatic system, and of course more moddability.
We already have coup de etat and influence, etc, now I want agents and saboteurs and secret police.

Saboteurs could damage either a production or a research facility, but not permanently. (now there is official talk about 'research teams', and IMO it would be nice if they implemented both that and 'production teams' which is just a factory.)

If the province is guarded then they might get killed, or captured and interrogated if the secret police service is good and the police leader is skilled. (and perhaps they even have a budget) A very lucky agent who is not captured should at some point trigger an event similar to the known "defecting scientist" and give you a free tech from the enemy, but such operations should be expensive by default. Then a diplo-mod could create custom diplomatic events triggered by different diplomatic actions.
 

O'Donnel Aboo!

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well 8 pages later, i'm happy to see the community kicking in on ideas.

I think provinces are fine, but there should be more. The US States are not all one terrain, and that is important. I think 5 times the number of provinces is way too many, but smaller provinces in Western Russia, Europe, and parts of SE-Asia would be important. Hexes have no place in a game like this. There is nos uch thing as a "Strategic Maneuver." That would be a tactic.

ALso, I'm surprised it hasn't been mentioned, but from a MODding perspective, making the resources in a provine MODable would be important. Discovering oil in the Arabian peninsula, for instance. This would make long-term MODs like Cold War and Modern Day scenario more feasible and just generally add a MODding tool. For instance "Ploesti Oil FIelds sabotaged" event would lower the Oil production. This is not currently a part of the game. OF course, infra imporvements should increase resource production, like in Vicky.
 

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Very well... Then we could make the A-bomb espionage event, and let Stalin get those techs for free and perhaps make the timeframe moddable too so we can make the Cold War mod... Then we will need the ability to transport rockets overseas. What a pain it doesn't work in HoI! :(

Also, puppets should be more fun to manage politically but there should be the risk of uprisings for independence. Coups should be easier to stage against a puppet to make it lose puppet status. Control might then be regained by the use of brutal force, of course. :D
 

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DoctorPlague said:
More versatility to the diplomatic system, and of course more moddability.
We already have coup de etat and influence, etc, now I want agents and saboteurs and secret police.

Saboteurs could damage either a production or a research facility, but not permanently. (now there is official talk about 'research teams', and IMO it would be nice if they implemented both that and 'production teams' which is just a factory.)

If the province is guarded then they might get killed, or captured and interrogated if the secret police service is good and the police leader is skilled. (and perhaps they even have a budget) A very lucky agent who is not captured should at some point trigger an event similar to the known "defecting scientist" and give you a free tech from the enemy, but such operations should be expensive by default. Then a diplo-mod could create custom diplomatic events triggered by different diplomatic actions.
Yes!!! Finally someone whith the same idea like me. :)
 

Pdubya

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Well, here's my 2 cents worth...

Supply needs to be logical and easy-to-comprehend.

For instance, the game should make it fairly easy to create supply lines, even to beachheads on foreign soil. It should also inform you when something is amiss.

Demystify the whole effort of supply your own troops on ally soil (or anywhere else for that matter) and EXPLAIN WHY my units are out of fuel, etc. This had to be one of the things that rubbed me the wrong way the most in HOI.

Maybe use the concept of positive or negative "flow" to describe any particular areas supply situation at a moment in time. Is it negative because I happen to have 2 fleets that just came back to port? Something to help the player quickly appraise the situation and a direction to go to begin solving it (not enough transports, not enough goods, etc.)

Cheers!
Falcon :)
 

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Historic & What If Mode

I would like to see a switch that allows the game to be played in historic mode (Something more like core) or in "what-if" mode where spheres of influence or diminished and different alliances can be formed, etc...

Be really nice if you had a window pop up in "what if" mode allowing you to turn on & off historic elements and things that "could have happened" (Spain joins AXIS, US stays out of war, Soviets ally with Poland, etc.). It should also have an option to allow non-historic alliances (South American League, etc). This would resolve some of the issues around historical accuracy, what-if playability, and fun.
 

SecondReich

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RonnieS said:
I would like to see a switch that allows the game to be played in historic mode (Something more like core) or in "what-if" mode where spheres of influence or diminished and different alliances can be formed, etc...

Be really nice if you had a window pop up in "what if" mode allowing you to turn on & off historic elements and things that "could have happened" (Spain joins AXIS, US stays out of war, Soviets ally with Poland, etc.). It should also have an option to allow non-historic alliances (South American League, etc). This would resolve some of the issues around historical accuracy, what-if playability, and fun.

Actually, that does sound pretty cool.
 

O CoRVo

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What i REALLY want is an better interface (and that could be implemented in HOI 1 too)

Auto improve provincies (maybe an improve all button, improve provincies that have an IC below X, improve forts in all provinces who have a neighbour)

Deploy various units at the same time: auto deploy all infantry in one province, having to click the unit, click on the map and repeat is frustrating... using keys like SHIFT and CONTROL to help this task

Auto repair all ships that have health below X, and so on...


seattle said:
7. Interface
Why the hell do I have to upgrade each single unit? Either implement auto-upgrades for every unit or implement an option which enables you to upgrade all units of one kind with one mouse click.
That is really a pain in the ass.

and please, put this in a hoi patch too!
 

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My $.03 worth (damn inflation)

There are numerous features that have made an appearance in CORE that I feel should be made a part of the game that everyone gets to play.

Large Number of Events- Events are the storytelling tools that allow a player to get into the time period. Not everyone that plays this game is a history expert that knows the history behind those small events which had a larger effect on history.

Large Unit Variety- Everyone likes to build units. One of the problems in the development of CORE has been to make enough different units to keep everyone happy. This has resulted in over 50 different models of armor and more than 10 different models of cruisers. This helps recreate the variety that made the individual armies unique. There should be a larger variety of base unit types. There should also be more options for additional brigades. This is only necessary if the option to make the game brigade based rather than division based isn't selected.

Historical Accuracy- I think that players should be able to use their experience playing HoI to learn more about the time period that they are playing. To do this, you not only need a large number of events, but they have to be historically accurate. Before the game is released, there has to be some process where the events, their descriptions and results are checked for accuracy.

Minor Countries- One of the more interesting parts of the game is playing a really minor country and playing "what if." Some of the best AARs and game descriptions that I have seen were of people playing countries like Luxemburg, Haiti or Cuba. These countries should be just as complete and playable as the major countries. They should have complete cabinets, large pools of potential officers and events.

Extensive Modder Support- One of the things that has let HoI keep my attention for almost two and half years now is the ability to modify the files. This should be kept in any future version of the game. The community of players that has gathered on the forums has continually made the game better. If it is possible, hopefully more of the game mechanics will be open for modification. These tools should be available for the person making events and the people that are more involved in changing AI, tech, unit and provences.

Now with that being said, I think there are some things that can be done with HoI2 that can't be done by modders post-release.

Improve the Command and Control Aspects- The larger unit structure in HoI is not realistic. It would be nice to build larger units out of the base size units. If the base remains a division, allow the creation of corps and armies with each level having individual commanders. This would make for interesting combinations of leaders (offensive corp commander with defensive divsion commanders). This could open up the potential for multi-national forces under a unified command.

Change Command Limits- Armies, Air Forces and Navies all have different command styles, yet they are all handled the same. In reality, a rear admiral can command more than a single ship, but a major general won't usually command more than a single division. Two officers in the same pay grade, but differing levels of control. If you give specific units a command rating (destroyers could be 1, battleships could be 4) an officer could control so many points of units. The higher the rank of the officer, the more points. This would fit nicely with a flexible command structure like is mentioned above.

Realistic Naval Vessel Repair- There should be a point where you have to send a vessel in for repair for it to return to service. As the game works now, the repair of a heavily damaged ship is handled the same as a lightly damaged ship. Lightly damaged ships should be able to stay in port for a period of time and emerge repaired. Heavy damage should require a stay in a shipyard for repair.

Port Size Limits- I realize that this has been mentioned above, but I feel that it deserves to be mentioned again. Major ports should be treated differently than little ports. I like the idea of only certain ports being able to build ships. It would force players to build large ports in stratigic areas which might lack them. Imagine the Soviets being forced to build a shipbuilding port if they want to build ships in the Pacific.

Improved resource simulation- Something needs to be done with that. The way that resources are simulated now result in shortages and unrealistic trades. I also think that there should be more types of resources. Why not aluminum or foodstuffs? Give some of those minor nations something other than coal or steel to trade.

Well, I know that the idea was to pick a single thing which would make HoI even better when the new version is released. So being forced to pick one of my topics from above, I have to say command and control issues need to be improved. Make it easier to build larger commands and modify those commands. MDow