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Jul 17, 2006
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Hi my name is Fil,and i'm playing hearts of iron now since its on the market. Im
in this Forum now for about 2-3 years and i'm regulary posting enhancement suggestions. i normally make a screen of my ideas and edit it in photoshop to make it look better.
today i decided that i want to show you all of my ideas, and all screens i made.




Improved Espionage System :

As seen on the screen, in addition to the normal spy functions, an espionage rating per nation based on points. These points should be counted per week, depending on how much of an espionage budget you select for a country.

The espionage budget is also, like a ordinary spy functions, dependent on money. Money becomes even more powerful in the game, because now you need to have a espionage budget (say $1.5 / day , a cost similar to tech teams) you pay for, as well as the single spies.

The espionage points are used together with a spy for missions.
For example, a coup costs a sufficient amount of espionage points and one spy. You can only afford
the coup if you have collected the espionage points over an long period of time (makes it realistic). The system calculates the chance of a successful attempt by their counter-espionage capability - the points that nation has on allocated to you.

The split between points and spy is preferable, because, if you only have one spy there,
this spy can "change the world" ! You don't need to wait for more spies, because the mission
depends on the points - no need to ruin your diplomatic relations in peace time anymore !

An auto send spy option would also be a nice benefit if you are at war - no one cares if relations go down when you fight them anyway, or if you attempt to fund partisans every 2 weeks!

The split makes it even more realistic: how many points an enemy has on you - he needs at least
one spy to do his mission, and that spy can be killed by your counter-espionage.

The whole system is very simple, and I just copied it from Sid Meiers best selling "Civilization 4 : Beyond the Sword". Before the new espionage system in Civ4, it was barely used (like now in HOI), the new system improved the game play dramatically! Thats what i want to see in hearts of iron! A frequently used espionage system in multi or single player.

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Improved Ship Attachments


This is short, and easy. the idea here is just to count the bonuses ship attachment give as percentage, not as solid numbers. this
makes a great difference between now upgrading a Bismarck and a heavy cruiser with an improved hull or fire control. It adapts better to the different ship types and is far more realistic and also a better game play choice. also there wouldn't be the need for 2 different types
of attachment ( capital and smaller ) - everything goes by per percent.

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Ships give Bonuses to a fleet and have special traits


This one is self explaining, a ship type has special trait besides the base stats vs. other ships. they also
should have fleet bonuses they give to any other ship in the fleet, depending on the size of the stack.

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Ship LayoutsShip Layouts


It's easy to see, there is only this large sketch of a ship with markers on it. it looks better and would
give the game a new flair in naval warfare. It wouldn't be hard to get the original layouts of the ships from that time.

f-e5ad458197805e9d2443b21f179c4e15.jpg



Battalion System


This one is by hellfish6. A complete new system of building divisions on a battalion basis. Very self explaining picture. He recommended a system between 9 and 12 battalions and savable templates for easy gaming.

In detailed stats for it are here found , thanks to hellfish6
Battalion Stats


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Military Academiess, Facilities and Expandable Resources


This is a very early one by me. I thought at that time for new buildings that could be upgraded over a period of time. Because of game play balance I thought of a new type of IC, the CCC ( Civil Construction Capacity). Today I'm at the point, that building
those "special buildings" or mine extensions could also be modeled through normal IC or money - last one
would make it even more powerful in the game. The buildings I thought of are clearly visible in the selectable building window.

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I was just thinking that the game would count tanks divisionally, ie "2 armored divisions, that's x tanks." I had a slight lapse and forgot about the battalion system, which'd turn it into "y armored battalions, that's x tanks"
 
Great Idea's Gentleman!

WyK some great ideas and love the screen shots! I love that you added hellfish6 idea's to your screen shots also. Your force pool idea reminds me of the War in Russia game. I thought his battalion Divisional format was a great idea and the same with air and naval slots idea's! Your suggestions make the game look even better, and the person who does not want to use these can go with the regular divisional, air, navy design set by the game. I'm glad I followed your link to this topic which I must have missed some how when it started!

My hat's off too you both Gentleman! :cool:
 
this is amazing. excellent ideas. this is all the stuff i always wanted to see in the game. the best part is that it's complex without needing micromanagement unlike vicky (the division building system for example)

2 questions:

do you have any ideas for an advanced supply system?

in my opinion each region in the map needs a "depot" for holding oil, supplies and materials. the depot is built automatically in the first province of the region that you occupy and from that point on all units and factories in the region are supplied from that depot. the depot works like any other province buildings, it needs to be repaired when bombed, etc. if it gets too much damage, the troops in the region will not get any supplies. the capital doesn't send supplies DIRECTLY to the depots, but it goes from depot from depot; maybe the supply map mode should show the routes. all of this as i said would be automatic like the convoy system. this makes partisans much more important as if they revolt in the province holding the depot and take it, the troops in the region will be unsupplied. in addition it becomes very important to find your enemy's depots and target them during offensives.

2nd: any ideas for more complex partisans?
 
yes, I would like to see a system where occupational forces suffer manpower losses from just occupation (to account for Guerilla style warfare) that way it would force you to occupy with enough forces to maintain control and also make certain regions more prone to inflict losses, making it easier to overextend yourself.


Economically, I would like to see something more then just "Industrial Capacity" I think its very unrealistic that a nation like Germany could choose to spend its entire industrial output on navy only. Having something more tailored around branch specific industry or even a more Laize Faire policy where as the Government (depending on Ideology) you can simply place orders for equipment and depending on many variables (manpower, resources and funding) it effects the time and quality of equipment.

Militarily, I would like to see doctrines determine more things like casualties in set piece battles, I know Germany always inflicted huge losses on Soviets even in the later stages of the war when Soviets built up regional superiority.
 
wyK said:
this one is about a research info mouse-over. as seen it should show the remaining days until the research is complete. could be very useful.
IMHO research progress should be less accurate and more random. Research team would just tell you "we are about to be done", "we are half way there", "we are stuck..." etc. And with more random events setting research progress back and forth as researchers accidentaly discover something or just go wrong way.
 
Wasn't there a depot system in HoI1?
Love these sugestions
 
Lord Ederon said:
IMHO research progress should be less accurate and more random. Research team would just tell you "we are about to be done", "we are half way there", "we are stuck..." etc. And with more random events setting research progress back and forth as researchers accidentaly discover something or just go wrong way.

yes thats the way i see it too.
 
I am sure the leaders during WW2 that decided which project to fund were as unhappy as the players.
Doh thats the whole point - less predictability. People didnt know that the radar would work or that computer would be worth it or that X projects they tried wouldnt make it past the initial prototype phase.
 
Fiendix said:
I am sure the leaders during WW2 that decided which project to fund were as unhappy as the players.
Doh thats the whole point - less predictability. People didnt know that the radar would work or that computer would be worth it or that X projects they tried wouldnt make it past the initial prototype phase.
true, but at the same time they didn't have an arbitrary limit to the number of projects they could embark upon. if Paradox goes down this path, then they should also include a "design study" thing where a team can spend a month figuring out of what you want is possible, and if they decide that it is then you get a blueprint for it (perhaps) to help make up for that lost time. if they decide its not possible, you can always hire another team to do another design study, etc...
 
Myth said:
true, but at the same time they didn't have an arbitrary limit to the number of projects they could embark upon. if Paradox goes down this path, then they should also include a "design study" thing where a team can spend a month figuring out of what you want is possible, and if they decide that it is then you get a blueprint for it (perhaps) to help make up for that lost time. if they decide its not possible, you can always hire another team to do another design study, etc...

True - the dev would have to be changed - but I never really liked the tech teams - still think that HOI1 was better in terms of versatility. Though I agree a little too complicated and the ability to speed up research useing better tech teams is good idea, but so it could have been in HOI1 where spending more ic/cash would speed up research.
 
Fiendix said:
True - the dev would have to be changed - but I never really liked the tech teams - still think that HOI1 was better in terms of versatility. Though I agree a little too complicated and the ability to speed up research useing better tech teams is good idea, but so it could have been in HOI1 where spending more ic/cash would speed up research.
what about a hybrid? you use IC, but you assign them to tech teams to use for their research (and for production). ie, give Krupp 40 ICs to spend on tank development as well as tank production, while IG Farben gets 15 IC to spend researching machine tools, etc...
 
I think we need two groups of technologies: doctrines - which develop some idea or process; inventions/machines - hard stuff, i.e. hardware. For first, you need thinkers and experience, for second, you need yet some hardware - IC/resources, etc. While research can go without much of that hard component involved, it should go much faster with it. It'd be just generalized concept of what rocket test site does now.
 
Myth said:
what about a hybrid? you use IC, but you assign them to tech teams to use for their research (and for production). ie, give Krupp 40 ICs to spend on tank development as well as tank production, while IG Farben gets 15 IC to spend researching machine tools, etc...

I would have prefered that you have a tech/money slider to which you can allocate a specific budget like in HOI1. That in turn would be split amoung tech branches - a number not 8 like in the current veriosn in HOI, but more specific - rockets, computers, tanks, mechs, mots doctrines etc etc and depending on the ammount of cash you spend and the tech teams allocated to that branch of the project you move faster/slower/have less fails (by fails it could mean delays when the project would be finished not starting from scratch).

So lets say you had x ammount of tech teams - each branch would have x tech slots that could be filled by those tech teams - like 1 for minor nations 2 for bigger nations/whatever to make the ai understand and keep it simple. So knupp and porsche could both be working on tank branch useing their skills to speed up the process - but putting more teams /speeding it up would also mean that you needed to spend more cash on the project.
 
Fiendix said:
True - the dev would have to be changed - but I never really liked the tech teams - still think that HOI1 was better in terms of versatility. Though I agree a little too complicated and the ability to speed up research useing better tech teams is good idea, but so it could have been in HOI1 where spending more ic/cash would speed up research.

Agreed... I preferred the research system in HoI1, which I thought was more realistic and less arbitrary than HoI2.