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Lennartos

BL-Logic
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May 9, 2005
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Yes, its back :cool:

This thread is an collection of suggestions i found around the forum
Feel free to make comments and add suggestions as long as they are currently non moddable..
meaning: they require an exe change.

Last edited: 9-10/4-08
Removed obsolete posts... added links to current threads.

10/3-08
Added leader point and revsed the anti partisan supression point.

26/1-08
Removed stuff covered by the TC thread.

14/1... in 7 minutes bursts

12/1-08 23:34
Added point about moddable enddate.

2/12-07 14:02
Production and air force suggestions edited

edited: 31/12-07 ~16:40-02:00
TC text removed and added link to current thread
Rewrote Air Force suggestions
Rewrote Convoy suggestions
Re Ordered pretty much entire thread, for more acessibility...

Critical
Very Important
Important
Nice to have
Fixed
Unresonable requests :) (HOI3 material?)

1) Air force..
a) Remodel Air War:
Link to the Air imprements Thread

b) It should be possible to assign multiple stacks to one mission, by right clicking on province... if all stacks have enough range
c) Ground attack damage should not be linear down to 0.
g) Either make ground attack also inflict ORG damage, or Merge the "interdiction" and "ground attack" air missions. They both mean "attack enemy ground troops:" the planes should automatically reduce org and/or strength depending on the situation(dugin level for example).
h) Ground Attack mission: When calculating target province take target entrenchment value into consideration, so planes dont waste time on attacking a single fully entrenched unit instead of the fleeing divisions in the neighboring provinces.
ALternatively remodel air attack entirey... maybe affect entire area?



2) convoys...
a) Convoys should try different routes based on danger level, and avoid seazones that are dangerous. If all passible routes are heavily patrolled (suecide mission), dont send convoys on the route.
b) Auto convoy does not ship to provinces that only need oil, but have lots of supplies.
c) Round robin trips.(round robin trips i have not seen in armageddon 1.1... is it fixed?)
sometimes the AI assigns 400+ convoys for sending resources back and forth between worthless abandoned islands...
these convoys have to be deleted manually.
d) Overusage of convoys
When a convoy target becomes inacessible (target is in the mediterranian, but suez and/or gilbatrar got cut off) AI assigns all free convoys to these routes.

Extra info in the TC suggestion thread: Link

3)missions...? micromanegment!
a) Anti Partisan: Remove the bonus on supression, there is currently no negative effect besides extra supression value. Then the auto attack feature is optional.
b) Ability to add 1 year to mission with either shift click on month, or new +- buttons!
c) shore bombardment should slowly damage coastal forts, while coastal forts should damage ships while shore bombarding.
d) when usining the naval interdiction / naval combat patrol mission(maybe just navalcombat) , you should also sink convoys/escorts. An enemy ship is an enemy ship.
e) Strategic redeployment should not make units immaterial. If units are strat deployed out of a pocket just before the pocket closes, they should still be in the pocket.(and be released from strat deploy, if no route is found to come any closer)
Solution step 1: Remove strat deploy option if unit is on guarded enemy border.
Solution step 2: Strategical redeployed divison should move on the map from province to province... if they are intercepted along the way they will be deployed on the current province.
Solution step 3: Show redeployed units with a small sprite like the colonist in EU2.
Also a minimum province infrastructure should be necessary to strategically redeploy... that way units can be stopped from redeploying by destroying the infrastructure.


4) armys / battles
For Info and ideas: Link
a) Introduce a defence stacking penality. 100 divisions in gilbatrar / maginot line should not be a perfect defence.
b) Increase STR Damage while fighting. Please give us acess to str/org damage multiplyers so that we can apply modifiers to the different mods.
c) occupied partisan activity is hard coded, please give us access to the occpied partisan value, or at least link it to the base nationalism value.(should propably be linked, seems weird to have 4 dissent until annexation... and then have 30 or 50%)
d) The speed of a ship/fleet should have an effect on their positioning in combat.
e) Artilliery should add an attriction value to enemy forces adjancent to it(like vicky rev fortresses do) and lowering their Org increase.
f) Bombing airport should do damage on planes positioned on that airport.
g) Supply usage should not be constant. while supply usage should be low while units are idle(mostly food and a few spare parts), it should skyrocket for units in battle(ammunition/bombs).
Quick fix:
Nomal supply consumption when standing still.
+50% supply consumption while moving
+400% supply consumption while battling
Advanced fix: make a value for each in each unit. so STR planes could use 20 times the normal supply usage when attacking, while fighters unly use 8 times the normal usage.

h) Every stack should have a little reserve supply stock. When out of supply(too little TC?), it uses these supplies. When these supplies are running out the "out off supply" efficiency modifier starts to kicks in.

5) design / bugs:
a)Fix gfx engine to allow more than 10 levels on each unit type(99?).
b)some of the democratic events have wrong tooltip or are just nor working properly( it says it moves me 2 to democracy, but when event is selected it didnt move at all?)
c) in multiplayer we pretty often(3 times in 5 years) have an error of missing tech research. A client researches something, but after he finishes, he cannot select any research depending on that research( its selectable, but he cannot press on start research button). when master saves, and reloads the client doesnt have the tech researched.
d) if AI aircraft have "unlimited" range as long as there is an airpoirt in range of target, then make the same thing happen with navy... no more amphibius assoult without beeing within 4000km of nearest port range.(make island hopping matter to AI)
e) when using the auto IC slider function, i should be able to determine if i mind having a negative income. why would i use 10 extra IC on consumer goods to make 0.0 money, if i have 22.000 money already?
f) Ability to sack(promote to paperjobs?) unwanted generals and create new random mj gnr. leaders(wich can gain experience and be upgraded)...Either by training them,by event or by battle experience (some soldiers do get promoted)..This would really help playing minors, wich dont have much historical leaders...
g) Not all sprites for units / models seem to work..
h) IC should be tradeable(lend lease), and on the open negotiations, allow sending convoys
i) limit the resource stockpiling: The home depot cannot store indefinetly resources. Solution:look at the improved TC thread!
j) expand manpower stacking limit of 9999.
l) occupied partisan activity and annexed partisan activity are additive, resulting in double partisan activity, when province is "liberated" from the newly annexing nation. for example finland when just been annexed by russia will net germany 50+ dissent per province when beeing liberated.
m) Allow brigades to modify penalitys, and move engineer river crossing bonus to brigade file. Very important: the modifier should be on a typ basis not a brigade ( for examle, so we can have a "normal" atrillery and a siege artillery that decreases fortification malus.)
o) CVLs should have a upgradeable brigade like the CAGs
p) There should be a small reverse research ahead time penality, if tech is old. This would simulate the slow spread of technology and even the techs as time goes by... also it would help minors to catch up.
r) Infrastructrue building cost and time should be influenced by the terrain type and province size. It should be harder to harder to get a rail across the himalaya then across france.
s) Enginer brigades should speed up infra repair in province.
t) Way too much time is wasted in the deployment screen, sort the deployment sceen in division types, instead of seeing 30+ different units, and deploying one at a time, show only the division types to be deployed:
So
INF 41
INF 41
---SNIP---
ARM 4
becomes:
3 INF 41
7 INF 39
4 ARM 4
By clicking on one type multiple times you can deploy more than one at a time. This would be really helpful when playing USA and USSR at their hights(and deploying V1&V2 as germany in masses)

u)Sometimes moving units can dissaper without apparent reason if they are attacked and they loose.
Also i have seen a unit attacking the next province without having taken the own province first... when aborting the battle in the first hour it died.

v) Make the whole slider matrix moddable (so that one can adjust the modifications that are related to slider positions, like dissent hits for releasing puppets, standing vs. drafting army balance, etc.)
w) Enddate should be defined in the scenarios. No hardcoded upper or lower time limit.
x) Leaders reaching max exp and skill should be autopromoted at no cost.

6) Spying missions:
Should propable be emtirely remodelled.... maybe a seperate thread again?
a) AI should defend against spies more efficiently
b) having 25% chance works 5-10% of the time? feels like that anyway...
c) spy detection chance even when failed should be way lower... its not vey likely that every action taken by spies is detected. A successful send spy should almost always be undetected. Also increase beliggerance by some small amount if detected.
d) success in missions should also be determined by defending spies.(making the attack defending spys mission more interesting)
e) Way too much micromanegement. How about an autosend checkbox in the intelligence screen? Sending new spy to selected country if spycnt < 10..
6f) Give us an option to turn the spying aspect of the game off (and get global national comparisons in the stats folder as if it were HoI2).
6g) The scaling and cost/benefits of spying are broken. Example: it costs the same for the US to spy on the Soviet Union or Germany as it does for Belgium to spy on Luxembourg. It should be easy for Belgium to know what's going on in Luxembourg, and for Luxembourg to know what's going on in Belgium, but in fact it's horribly expensive for both of them. Meanwhile, the US can easily have 10 spies each in Germany and Japan. Why not? it barely notices the cost, and worsening diplomatic relationships with Germany and Japan are good from the USA's point of view. But historically, Luxembourg had a much better idea of what Belgium was up to than the US did about Germany or Japan.

Part (a) of the solution: the cost of spying should increase (not as fast as linearly) with distance between capitals, and it should also increase (not as fast as linearly) with the number of provinces of the country that's being spied on.

Part (b) of the solution: all countries should know basic information (i.e. the sort of things you know with one or two spies) about all other countries without manually coding the spies in. E.g. Jane's publishes a list of the world's warships; in 1943 any private citizen could find out how many battleships the UK and the USA had just by going down to the bookstore.

Part (c) of the solution: Sending spies shouldn't hurt relations. After all, you're just opening a consulate in Sverdlovsk or Grand Falls. Instead, actually doing spy missions on countries you're at peace with should have a chance of worsening relations or increasing your belligerence, depending on the spy mission in question. Spy missions on countries you're at war with shouldn't hurt relations or increase belligerence (espionage is a normal part of war), but they should have a reduced chance of success


7) naval things
a) General Rule: Any vastly outnumbered and outgunned fleet (especially Subs and undefended transports) should try to flee as soon as possible. there is no reason whatsoever that my 12DD would try to fight 12 SHBB playing shooting gallery.(with my DDs)
b) Subs engaging capital ships should have a single free shot at a capital, if it manages to suprise a fleet. ( it was detected after the topedo hit). And then obey rule 7a.
c) Fleeing should not be a 100% sure thing, after 3 hours inability to flee. Remove the 3 hour rule, and replace with a fleeing chance per hour based on relative fleet speed, visibility/naval detection,weather+day/night, and admiral skill.
c) remove Ghost fleets.

8) AI
a) if there is heavy air cover, dont keep on sending bombers!
b) dont send all those 2*CLs stacks alone out in the sea, only real stacks with capital ships. Screening ships alone are just target practice.
c) if i am pounding a region with 16 or 32 air divisions on ground attack... DONT MOVE happily entrenched land units. reestablish basic air cover first.
d) Autotrade, Autoreply: dont let a human player buy all money from another country.(did that to a german player as ENG... he was using 30IC extra on money and barely made an breakeven... so he didnt have enough to defend agains spies). :D
Moneys resource value should not be static.. but also be determined by free market slider

e)watch out when rebasing planes close to enemy borders... dont rebase to province next to enemy when province army is fleeing.
f) More control of the AI values.
Gormadoc said:
The current Air and Naval AI is pretty bad. We need to be able to micro program the AI much more. What we need is the best from Garrison AI, Naval AI and AIR AI.
AIR AI : we need the same possibilities as with garrisan AI to tell the AIR AI where to place its airforce and what provinces are important to defend/attack like the Core/target seazone for naval AI. The current hardcoded system scatters the AIR AI all over the board.
Naval AI : We should have the same possibilities as with AIR AI to program taskforces for different missions. Subs should have their own Naval section so it is possible to program independent target priorities for subs and surface fleet. Before this is implemented it is impossible to have a good Naval AI.


9) Improved Diplomacy/gameplay..
a) Instead of only dissent, wich is a symptom let us have a new value to keep an eye on. Something like War exhaustion or public opninion. if WE is high (or low public opinion), it slowly increases dissent(increasing consumer goods demand). WE/ PO is easyer to influence in democratic nations(both positiva as negative).
loosing manpower will affect WE.. also capturing and loosing victory points(yay,we are winning,the end of war is near... urgh,we are not getting anywhere... let us stop this nonsense ).
The WW or PO will increase or decrease the minimum Consumer goods(more propaganda needed to keep a low dissent country).

b) Apart from the beliggerence requirement for democracys... declaring war while having a high beliggerence themself will increase War exhaustion. The less the difference in beliggerence the worse, to the agressor. think of vickys prestige.
c) Give us the ability to trade provinces we control to our allies, not just provinces we own. Example: I'm playing Britain, am allied with Greece, and capture Rhodes. Since Rhodes is a Greek core but not a British core, I want to transfer it, but I can't until I gain ownership, which requires defeating Italy.
d) Give us the ability to annex puppet nations diplomatically. Maybe add a little dissent to balance things out.

10) Production
See: Link
c) IC manpower value usage:
Start and buildable IC should use about 10MP/IC depending on research and sliders.
This manpower should be visible as a resource as it can be drafted to military service while reducing IC output, if no more free manpower is availeble.
d) New construction options for example:
Synthetic oil plant
Hardened sub pens ( air damage reduced on light ships)
Underground factories (to protect IC production).

e) Rebalance money production.
For starters, consumer goods should only give money if MORE than the required amount is produced.
Also instead of just using CG to make money allow unused manpower to give money.


11) Events
a) Give us a trigger condition which checks whether a country has a core on a particular province.
b) Give us an event command to wake a minister (and a code in minister files for ministers who should only be woken by event, not by date).
c) Expand the ispuppet trigger condition with yes/no to check if country is puppet or not.
 
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Upvote 0
HOI1 is dead! long live HOI2 :D
 
The rest i agree, but:

Lennartos said:
1) Planes should be able to move more than one province per hour.
Would this not introduce all kinds of nasty things, including planes jumping through a fighter/AA covered province?

Radar effect should be increased by research, not by increasing radar level.
Why so? More Radars in a province covers more terrain. Its not that binary i would say. What sense would it make to build more than one radar?

7) New Air rule: Air squadrons can only attack one enemy at a time.(regardless of enemy type:planes,ships and divisions).
So like ships a plane division will engage ("shoot at") a specific division...
In an fight, engaging a already engaged division (should only occur if no other targets available) gets a drastically reduce attack efficiency.
You mean per hour? Dont they do this already? At least for the individual fights (air, ground)

f) Planes and rockets should be coordinated with each other.
example: if 10 ICBMs attack one region they should spread to maximize damage and not all hit the same province.
I would like to say that a rather simple change in the targeting routine can help. The target should be picket by the highest IC (for strat bombing), instead of the lowest province ID as we have it now.


a) Convoys should try different routes based on danger level, and avoid seazones that are dangerous.
Againt, dont they do this?

g) There should be a maximum amount of resources to provinces depending on harbour level.
There are no harbours in game. A naval base is not just a harbour.

c) shore bombardment should reduce infra structure in province
This would mean a Battleship lying of cast can destroy substential amount of highways, railways etc deep into the interior of provinces some hundred kilometers into land.

h) IC should be tradeable(lend lease), and on the open negotiations, allow sending convoys
Traded factories does not really sound right. Traded goods, ok and supplies provide a mean to add additional IC in a way.
 
Would this not introduce all kinds of nasty things, including planes jumping through a fighter/AA covered province?

When the bomber is intercepted by a fighter it will stop it that province, just as always.
However the plane can fly over one whole(small) AA province, yes.
(It doesnt take 7 hours to cross belgium, in the turbo jet age...).
however that doesnt mean that the plane couldnt take damage.
Just use avg AA in provinces flown over, or something like that.

Why so? More Radars in a province covers more terrain. Its not that binary i would say. What sense would it make to build more than one radar?
A bigger radar site, increases the radar coverage.
Once the plane is found, the radar cannot do anything else but tell the AA/fighters to shoot it down.

Also there are 2 types of radar used.
One is the long range early detection radar, and the other is short ranged used for AA aiming/fighter guiding.
As we only have one type of radar buildable i suggest that it should represent the expensive long range installations.
And short range radar research should increase AA eff.


New Air rule: Air squadrons can only attack one enemy at a time.(regardless of enemy type: planes,ships and divisions).
You mean per hour? Dont they do this already? At least for the individual fights (air, ground)
Yes but the other way around...all planes currently attack one unit..
thats 4-1200 bombers attacking one ship(for example) at once...
Instead, make each unit attackable by only one plane, and reduce attack eff. for each plane above that (if more planes than targets) with -75%

Planes and rockets should be coordinated with each other.
I would like to say that a rather simple change in the targeting routine can help. The target should be picket by the highest IC (for strat bombing), instead of the lowest province ID as we have it now.

That would only make all ICBM attack the high IC province instead.
They still would all attack the same province. Totally random target selection would be a simple solution... however ineffective it would be :D

a) Convoys should try different routes based on danger level, and avoid seazones that are dangerous.
Againt, dont they do this?

Only partially.
They WILL attemt transport even if there ARE no safe routes.. and that should not be possible.If you block a beachhead with 48/64 CAS, you sink all incoming convoys each day.Thats easily 40-60 convoys.
If "danger level >= suicide" then DONT SEND CONVOYS!

There are no harbours in game. A naval base is not just a harbour.
You got me there... :p
Should be deleted anyway... they are as stated covered in another thread now.


Quote:
c) shore bombardment should reduce infra structure in province

This would mean a Battleship lying of cast can destroy substential amount of highways, railways etc deep into the interior of provinces some hundred kilometers into land.
Sounds right... removed.

Quote:
h) IC should be tradeable(lend lease), and on the open negotiations, allow sending convoys

Traded factories does not really sound right. Traded goods, ok and supplies provide a mean to add additional IC in a way.

Its not a trade of single ICs (provincial improvement), but a trade of total IC(parts,gears,trucks mm.)
I give you 50$/day, you give me 50IC worth of fabricated material.
Very useful for giving allys a boost... A US player cant administrate 900IC+ so he can now trade 300 to ENG,and 200 to USSR if he wants.
 
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Lennartos said:
When the bomber is intercepted by a fighter it will stop it that province, just as always.
However the plane can fly over one whole(small) AA province, yes.
(It doesnt take 7 hours to cross belgium, in the turbo jet age...).
however that doesnt mean that the plane couldnt take damage.
Just use avg AA in provinces flown over, or something like that.
So you mean creating a virtual in-between state? I guess it could work. Nasty to do all the interception calculations, but might work. Still giving me a headache to think of airlfleet 1 flying form A to C, crossing B, while airfleet 2 flies from X to Y, crossing B and C, airfleet 3 is flying from K to L, crossing A and X. Now which of these would engage in a fight and where would this happen?


A bigger radar site, increases the radar coverage.
Once the plane is found, the radar cannot do anything else but tell the AA/fighters to shoot it down.
Hm, sorry i still dont get it. You call for Radars only effect to bring in the fighters. Ok fair enough. Now what i dont get is why you ask that this can only be increased by radar research, but not by more radar installations in the province.
 
theokrat said:
So you mean creating a virtual in-between state? I guess it could work. Nasty to do all the interception calculations, but might work. Still giving me a headache to think of airlfleet 1 flying form A to C, crossing B, while airfleet 2 flies from X to Y, crossing B and C, airfleet 3 is flying from K to L, crossing A and X. Now which of these would engage in a fight and where would this happen?
Hmm... a simple solution would be that every plane moves 1 province.
then those planes that have more movement points left will move again to next province, until they run out of movement points.


theokrat said:
Hm, sorry i still dont get it. You call for Radars only effect to bring in the fighters. Ok fair enough. Now what i dont get is why you ask that this can only be increased by radar research, but not by more radar installations in the province.
Ladar level increases the RANGE of the radar installation. (up to ~400km by 42).
 
Something else for naval:

Make CAGs act like CAGs, not big guns. For example, if the CAG is attacking the enemy, then it is not defending the carrier, and ships should be able to attack the CAG even if they cannot attack the carrier. Ships should use their air attack/defense ratings for fighting the CAGs. Also, make the CAGs stats separate from the carrier's stats.
 
Rodrico Stak said:
Something else for naval:

Make CAGs act like CAGs, not big guns. For example, if the CAG is attacking the enemy, then it is not defending the carrier, and ships should be able to attack the CAG even if they cannot attack the carrier. Ships should use their air attack/defense ratings for fighting the CAGs. Also, make the CAGs stats separate from the carrier's stats.

A very valid point.

But how does that work correctly?
Should CAGs be shown as planes in engagments and attack the enemy ships/ CAGs?
A upside would be that SAG could use land Airforce as shielding against CAGs.
And that CAGs would actually defend against naval bombers(as they would engage the CVL/CV CAGs).
A downside would be that CAGs always engage each other, no matter the range.(planes do not have ranges in battles)

Any opinions?
 
I like all the suggestions that have been made. Especially the "guided interception" role seems a must have. Indeed it is silly that all fighter planes are patrolling constantly instead of waiting on the ground (and thus sparing precious fuel/supply and ORG) to intercept once enemy planes are detected by radar (large airplane detection chance) or ground observational posts (standard "small" airplane detection chance). Of course normal air superiority missions should be used to enhance detection of enemy planes when radar is not available or when fighters are to protect friendly bombers on enemy territory.

However the suppresing partisan mission has its use currently: it makes your infantry attack partisans in bordering provinces, something idle armies can't do.
 
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Van Diemen said:
I like all the suggestions that have been made. Especially the "guided interception" role seems a must have. Indeed it is silly that all fighter planes are patrolling constantly instead of waiting on the ground (and thus sparing precious fuel/supply and ORG) to intercept once enemy planes are detected by radar (large airplane detection chance) or ground observational posts (standard "small" airplane detection chance). Of course normal air superiority missions should be used to enhance detection of enemy planes when radar is not available or when fighters are to protect friendly bombers on enemy territory.

However the suppresing partisan mission has its use currently: it makes your infantry attack partisans in bordering provinces, something idle armies can't do.

I totally forgot about auto-attack...
however, that doesnt really apply to garrisons, wich is the preferred anti partisan unit.
Just remove the supression bonus on the mission, that makes the auto attack(anti partisan) optional...
 
Leaders:

Sometimes you don't know what the max skill for a leader is, so if the leader has reached max skill, and then gains over 100 experience points, when you promote that leader they should just lose all their experience points, but not also a skill point. If a leader has less than 100 experience then keep the current penalty for promotion.
 
Last edited: 10/3-08
Added leader point and revsed the anti partisan supression point.

I still would like more discussion here on the radar and CV subject but it seems folks are intimidated by the list :D

i will make seperate thread, when i get the time
 
News from johan:

In a few weeks the license should be written.
That means more news on opening source code, for us.

Im pretty sure that will include all EU2 engine games.
(It would make no sense at all, not to open HOI2, as there is the most potential here)


Prioritized Todo List:
1) More realistic Production (as in the thread)
2) Remove all the DOH!(tm) bugs :D
3) Partial air war update (restructuring air missions / balance)
4) TC improvements ( TC cost depending on distance to capital)

Later:
Land war: Divison build from brigades (build your own division);When upgrading Brigades do not get scrapped, but will be inherited by lower tech division.
TC usage local and nor global. (Not dependant on Capital location)


Threads can be found in my signature.
Again, any who are willing to participate (and havent PM me already :) )please reply here or PM me.
 
I spent quite a while thinking about this and I think I've found a way to properly simulate China.

Make there a special status called "Warlord" or some such thing. Basically this represents that they are merely a faction of what other countries view as an extremely unstable China. They will have an automatic defensive alliance with all other countries who have this same status (this includes Nationalist and Communist China), however this alliance only applies to countries who aren't "Warlords", because they are not recognized as separate states by the rest of the world (but other "Warlords" are given a free hand - they can tell the difference between the factions). But there's a catch also. If a foreign power allies with a "Warlord", and then attacks another "Warlord", the allied warlord will not honor the defensive alliance - thus representing the not implausible situation that a foreign power could aid a warlord to help gain control of China.
 
Rodrico Stak said:
I spent quite a while thinking about this and I think I've found a way to properly simulate China.

Make there a special status called "Warlord" or some such thing. Basically this represents that they are merely a faction of what other countries view as an extremely unstable China. They will have an automatic defensive alliance with all other countries who have this same status (this includes Nationalist and Communist China), however this alliance only applies to countries who aren't "Warlords", because they are not recognized as separate states by the rest of the world (but other "Warlords" are given a free hand - they can tell the difference between the factions). But there's a catch also. If a foreign power allies with a "Warlord", and then attacks another "Warlord", the allied warlord will not honor the defensive alliance - thus representing the not implausible situation that a foreign power could aid a warlord to help gain control of China.


Isnt that covered by events already?
What would be the difference/improvement by making it hardcoded?
 
Lennartos said:
Isnt that covered by events already?
What would be the difference/improvement by making it hardcoded?
It actually isn't covered by events. There is the unified front when Japan attacks, but that relies on Japan attacking at the right time. Basically, this is to smash the strategy of a human Japan taking out Shanxi (for example) right at the start of the game, something real Japan could not have done - attacking Shanxi would be marching into China, which IRL would have been a declaration of war on all of China - the territory of the warlords were not so clearly defined, I think, that a foreign power could attack one without attacking China.
 
Rodrico Stak said:
It actually isn't covered by events. There is the unified front when Japan attacks, but that relies on Japan attacking at the right time. Basically, this is to smash the strategy of a human Japan taking out Shanxi (for example) right at the start of the game, something real Japan could not have done - attacking Shanxi would be marching into China, which IRL would have been a declaration of war on all of China - the territory of the warlords were not so clearly defined, I think, that a foreign power could attack one without attacking China.

But cant that be solved by simple events?

If JAP attacks any of the chinese factions, they all get a option to help the victim and fight united. (creating an alliance)
 
Then lets get going.... :)

As soon as we get the sourcecode / NDA papers, i will post here again.
 
Many points are valid, but much of it i find just too bloated.

I am not for simulating each weapon used in WW2 for each country...
Instead we will ( until we change our minds ;) ) focus on brigades.
You can Make a division using 3 '39 MOT brigades and 2 * '36 Art.
When you upgrade the 36 ART to 39 ART (paying ICs, if you do not have any) the 36 is freed to upgrade units with '18 ART... if you catch my drift?

Many of his ideas will be implemented, however we will take the AIs limitations and general gemeplay flow into censideration.

So in short to his Screens:
1,3,6: NO! :p
2(build your own divisioon): In some form, yes
4(show division composition): Depends on engine options... i have not seen any graphics in popup windows.
5(extra statistics): if time allows it... it will be under "finishing touches", ands does not have a high priority.

8(building improvements): We will improve the COAL->OIL conversion plants simulation, however any other structure really depends on the general gemeplay flow. (needs discussion)
9(internal affairs): has not been discussed yet.. however there will be room for lots of improvements.
10(improved espionage): yes! definetly!.. but it hasnt been discussed propely yet. We will propably see a complete overhaul of the espionage system.
11-13(improved research) we will need to see what happens to the research system. (needs discussion)
14(ship designer) A real perl... who wouldnt want to design a super duper Hvy BB :D... most definetly a must

All in all i would he has good ideas, and is welcome to actively participate in the discussion threads, or even offer to help the team :D
 
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