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Andreu

Pesidential Cabinet
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Dec 1, 2013
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Before first Tinto Talk, I wrote a comment about how I imagined EU5 and was pretty successfull (more organic mechanics, introduction of pops...)

https://forum.paradoxplaza.com/forum/threads/how-eu5-can-become-great.1600136/post-29176754

I'm going to try the same with HoI5!


1) More sandbox:

More flexibility and diplomatic capacity, giving space to less polarizing 'what if's' than the focus tree system of HoI4. In any case, somehow it will be necessary to incentivize players to have more or less concrete short and long term goals.

Here I have doubts about how to implement radical government changes without them being the result of doing it badly (low stability, etc.) or of closed narratives (and isolated from the rest of what is happening in the world, which is the big problem of the focus tree). Maybe a certain political opposition could be playable (without territory). It would be DLC content but it would imply a way of playing temporarily without territory that they should make fun in some way.


2) More tactical importance of the map:

In the line of the raids and facilities of HoI4, the different elements of the game (buildings, garrisons, resources, etc) will be better integrated into the map and in the military operations.

Also the terrain (mountains, rivers, roads...) will have a greater impact when planning an invasion, movement or defense.


3) Less teleportation and more realistic maneuvers:

Military leaders will be located on the map and armies may have buildings/sites where they can be, being a relevant fact their deployment on a border (maneuvers that will alert the neighbor). Speaking of borders, in some way they should always be minimally protected (I don't know if also with visible troops, with buildings that house troops or with a more invisible system).

Logistics will also be more realistic and important when moving around the map, conquering and even proposing diplomatic pacts.


4) More customized research and map related industrial production for each country:

I suppose that some kind of technology tree will be maintained but more merged with the system of scientific facilities.

The current concept of MIOs will merge with the factories, giving rise to a more visual system on the map and deeper in terms of what you want your industry to produce. This can also be linked to the economic system (ideology/politics) of your country.

The whole point 4 gives rise to national immersion (DLCs).


5) Integrated mechanics:

DLCs must serve to expand or deepen already existing basic systems. Otherwise, subsequent development becomes more complicated over time.

A very clear example would be espionage, which must be better integrated into operations and the overall strategy. The buying and selling of weapons could also be based on it.
 
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I've kept a list of HOI5 suggestions in my notes for a while now though I've never expanded them out. My rough thoughts for the moment are
  1. Notification settings
  2. More historical and plausible alt historical content. Fewer memes, less fantasy (what little, fleeting, infinitesimally small scraps of fantasy content somehow against all odds contaminate the game, we should be able to disable in the game settings)
  3. Accurate map projection and consistent tile size.
  4. Savable defaults, templates, designs and research queues between games. Even where HoI5 doesn't carry these specific mechanics over, build the foundation so that future dlcs have a ready and adaptable code base to create QOL features for new mechanics.
  5. Put factories and AA on tiles, not as abstractions at the state level.
  6. Notification settings.
  7. Rework cores from the ground up. Make them more granular / incremental like compliance, and make it hard to increase. No more clicking a button to make everyone from Spain to Turkey think that they're core Romans citizens.
  8. A consistent policy on how many research slots a tag can unlock.
  9. Fewer world conquest achievements.
  10. Altitude in air combat.
  11. Directed land forts that defend against attacks coming from some directions but not others.
  12. Notification settings
 
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I've kept a list of HOI5 suggestions in my notes for a while now though I've never expanded them out. My rough thoughts for the moment are
  1. Notification settings
  2. More historical and plausible alt historical content. Fewer memes, less fantasy (what little, fleeting, infinitesimally small scraps of fantasy content somehow against all odds contaminate the game, we should be able to disable in the game settings)
  3. Accurate map projection and consistent tile size.
  4. Savable defaults, templates, designs and research queues between games. Even where HoI5 doesn't carry these specific mechanics over, build the foundation so that future dlcs have a ready and adaptable code base to create QOL features for new mechanics.
  5. Put factories and AA on tiles, not as abstractions at the state level.
  6. Notification settings.
  7. Rework cores from the ground up. Make them more granular / incremental like compliance, and make it hard to increase. No more clicking a button to make everyone from Spain to Turkey think that they're core Romans citizens.
  8. A consistent policy on how many research slots a tag can unlock.
  9. Fewer world conquest achievements.
  10. Altitude in air combat.
  11. Directed land forts that defend against attacks coming from some directions but not others.
  12. Notification settings
Talk about research slots or land forts is like, in EU5 case (before Tinto Talks), talk about "national ideas" or merchants.

To talk about HoI5 we have to start with the conceptual aspect, a large-scale theoretical vision (which is what I tried to do in the post).

And going into detail will be the job of Paradox devs, who will spend hours designing and testing things.
 
sorry but a realistic second world war like in Hearts of iron III or II but arranging the various theaters and making the game more realistic no?
 
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i think there will be a system of states and provinces more realistical, with the provinces having population, while states having the factories.
Speaking of the map, I forgot about the provinces! There will be smaller locations (and it will be possible to better simulate, for example, defense in depth).
 
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Tooltips. When you compared with more recent Paradox games, like CK3’s tooltips within tooltips, information in HOI4 is often inscrutable. It’s amusing that with all the hours I have in the game I still need to pause my play through and refer to a wiki to remind myself what stats do what.
 
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With PDX now devoting most of their effort into paid focus trees, having employed an additional team dedicated to focus trees, I think HOI5 will be built around some kind of mechanic that is rather bare bones at launch and will be filled with content in frequent paid DLCs. I would be willing to bet that the game accomodating a quite aggresisive DLC approach is a requirement from leadership once development starts, and it is going to be interesting to see how the team(s) solve that problem.
 
My biggest wish is for a deeper diplomacy, maybe they can copy some of the good stuff over from Vic3 (and EU5, if it got a good diplomacy, which we don't know yet). And way better espionage, to simulate some of the post-WW2 stuff that went on irl.

With a focus not just on WW2, but starting in the interwar period and going into the Cold War (at least until the 1970's), that would really check all my boxes.

But I know that it's not realistic, so there's that. One can dream though...
 
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HOI1 was good. The one thing I hated was when I tried to upgrade to a better tank and I researched all the separate components, except for the one I forgot . . .

HOI2 was good. But Germany just wouldn't surrender, even when all of Germany had been taken and the remaining German forces were in non-German territory like Northern Italy and part of Yugoslavia.

HOI3 took an idea I suggested, maybe not just me, about created some army structure. It was too detailed and complicated and I never got far into a game. There was always a brigade or division somewhere I'd missed, so it wasn't getting any food and starved to death.

HOI4 got set up with some really board gamey ideas, similar to some other recent Paradox titles and drifted away from any pretence at historical Grand Strategy. Those interested in history rather than 'fantasy sandbox' may continue to play it, but only until some other designer produces something better. That something better will be better mechanics, less sandbox-y, less bloated with focus trees and whatever, and maybe back to square counters rather than sprites . . .
 
Tooltips. When you compared with more recent Paradox games, like CK3’s tooltips within tooltips, information in HOI4 is often inscrutable. It’s amusing that with all the hours I have in the game I still need to pause my play through and refer to a wiki to remind myself what stats do what.
The availability of information is a HUGE problem in HOI4. As evidenced by the many, many threads that are just devoted players running tests desperately trying to figure out how the game actually works.

This is one deficit that I can't come up with a valid excuse for. It is just lazy and a disservice to the game.