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Germany had an agreement with SOV during the mid 1930s to test their tank theories at a training ground in Kazan, far from the prying eyes of the British and French. How about an event chain for the Germans that would give the player the option of trading resources and money in exchange for experience on one (or all I suppose) of their panzer divisions. Perhaps on the leaders too. Something like "summer exercises for Geyr von Schweppenburg and 2nd Panzer".

This could work for all nations, and could be kind of like a diplomatic action in HOI3. You spend supplies and fuel, but your troops gain exp and you may gain doctrine blueprints/leaders may gain exp and traits. This may antagonize your neighbors however.

Obviously this would be easiest as an event or chain of events.

I think that Germany didn't pay with resources or money but rather with military training for Russian officers. These officers were attending German academies.

Stalin's purges were primarily focused on those officers because they had friends among German officers and thus were suspected for espionage.

But I should add that this German-Soviet cooperation was strong mainly before Hitler's rise to power. From 1933 the relations were decresing rapidly and 1937 purges ended this cooperation.

Famous facilities of German-Soviet cooperation:

Lipeck near Voronezh - air base opened in 1925
Kazan - tank school opened in 1929
Tomka - chemical weapons (gases) facility



So the event chain could be made like this:


1. The events will fire in the first months of 1936
2. There will be no multiple choices since the cooperation took place before 1936.
3. HQ event chances, air bonuses or whatever for Germans (they could train maneouvers in Russia). The Germans learned much about tanks in Kazan factories so the bonuses should apply primarily on tanks.
4. skill or traits for those Russian commanders which would be later purged by Stalin

Thus you could add another dimension to Stalin's purge: a player must choose whether he wants to preserve the experiences from German schools and get the dissent hit OR get rid of those German-educated officers and have less dissent.
 
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I would like to see:

Skiff for WiF,
Strat.Redeploy for AAA,
Seamines for all Majors,
Single SS+DD's counters(no more fleets),
Smaler Airunits-strenght(to better represent different nations Airunitssize),
Seeing Convoys 'en route'(no more abstraction),
Switching to the E3-Mod-map(when it's finished),
Supporting Airlift of Infantrydivisions(+creating of Glidertroops),

S'ts all(for now)
 
I really want to see more events for the post ww2 era. Events leading to a ww3. Something so we can continue playing after barbarossa, to add a new level of planning, trying to get into a good position for the cold/hot war after axis wins or loses ww2.

If axis loses, the path should be obvious.. Soviet Union vs. Allies

If Axis wins, then maybe a senario where Japan and Germany go to war, with whatever countries are left chooseing sides. Even the defeated USSR (with that they have left in Siberia) might jump back in and try to reconquour the lands Germany took in BP, etc.

I just want the game not to end when either berlin or moscow fall.
 
There is something else that i've just remembered that bugged me when playing platinum edition of WIF.

I like to play Japan a lot, and when helping Germany to beat the USSR (you needed to do this back in those days, USSR destroyed Germany every game otherwise..) I maybe would capture territory in Siberia and sometimes even release some Siberian or other soviet puppets.

Anyways, the "bug" was, when the final "end of soviet union" and "congress of berlin" events fired, Germany "stole" all MY puppets from me.

so...

-Germany/Japan attack USSR
-Japan invades Siberia, takes control of land in Siberia when USSR is annexed by event during "end of soviet union"
-Japan maybe desides to release some puppets to ease TC, or maybe she even released some puppets while war was going on

then...

-congress of berlin fires and the Japanese puppets switch sides and are given to Germany, despite being well east of the "line" germany and japan divided the world with historically.
 
Hi and here are some of my suggestions...

Italy could get a slight boost in Techteam/IC/resources

Baldigali or how the skill 4 Land Doctrine guy is called, could maybe get a skill of 5 or 6.
Italys IC or ressources could be a litte higher, not much just a little, in my game which I played until 1940, it was very hard to maintain a positive resource gain, and build some additional units, although germany often likes to break my trade agreements which means that I have to trade with other nations who want far more supplies for resources than Germany, that often ends in the situation where I cant build many troops because I have to put most of my IC points to the supply section.


In my current Argentina game, I barely get enough manpower to support the production of my Factorys. I know that the south American states are probably not even considerd to be playable, but well... joining the Axis with Argentina can be quite... fun if you like pain ;-)
I am in 1938 and with Agriculture 38 I get 0.05 Manpower... so my suggestion there would be to atleast double the manpower gain of some South American States...or give them some sort of Manpower Event when at war, I think that this wouldn unbalance the game much and rather open a door to another interesting aspect of this wonderful mod ;-)

though I havent conquered anything yet, so I cant say how the manpower would be later in the game.. guess my first target would be Chile, nice Steel provinces and double the Manpower than I have.. :D

Edit: I also found a little nasty bug with Italy; Albania had a Ghost Fleet in Tirana Port which left me unable to perform a Naval Invasion. With no Paratroopers and no Military Access through Yugoslavia or Greece the only way I could annex them was through the "Zog Accepts" event which I fired manually.
I tried to dow greece in order to get to Albania but that ended up with Turkey dow me, Germany dows turkey, Soviet Union dows Germany...
 
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I love WiF; it's a fantastic mod. I can only imagine the hours Fernando and 49h, and others of course, put into it. Well done guys and don't give up on HoI2 please! :) Anyways here are some of my open-ended suggestions.

Cohesion: Divisions which are grouped together under the same commander receive a cohesion combat bonus due to gaining familiarity with nearby units.

Example: 1. Panzer Division and 2. Motorized Division are grouped into the same unit 'Panzergruppe Hoth' and conduct several battles. Along with experience, these units gain a certain bonus for cohesion. If they were then split off into individual division-sized forces, they would lose this bonus (but of course retain their experience). Cohesion would also be reduced by reinforcement.

Upgradeable vehicles: Tanks can have new guns fitted to existing chassis. Factories produce abstract 'weaponry', which is used to upgrade existing divisions without converting to a new model.

Example: Panzer IV chassis with new weaponry gives more hard attack (ie converting to long barreled 50mm). Add even more weaponry to upgrade toughness (schurtzen to protect tank tracks).

Obsolete Equipment: As new models become available and divisions are upgraded to modern equipment, old equipment is maintained in supply depots. This equipment can be used to raise new formations.

Example 1: 12. Infantry Division is upgraded from '36 to '39. The old '36 equipment goes into storage, for minimal supply upkeep cost. Garrison divisions can be cheaply raised using cast-off equipment.
Example 2: Heinkel 111s are superceded by Ju-88s. The Heinkels could be used to create specialized air units. Add new weapons (torpedoes, cluster bombs, radar) and you have low level convoy raiders.
Example 3: Panzer 1 chassis have new weaponry added and become self propelled guns.

Specialized factories: Individual factories can be set up to produce specific armaments. They could gain proficiency for doing things for a very long time at a stretch. It seems silly to go from producing tanks with your entire industrial might, then switching overnight and making battleships with no penalty. (Gearing bonus could relate to individual models only. Overall bonus to making armoured vehicles, gearing bonus to producing Matilda tanks, for example). This could be worked in with peacetime penalties to effective ic, etc.

Linked command/formations: Create a semi-permanent link between units ala HoI3. HQs could become attached to 2 motorized corps and an armoured group. This would work well with cohesion (see above). It's great for roleplaying too. Then, if units get too far away from their commanders, they lose their bonuses. Another reason to make a flexible command tree is the ability to earn experience on multiple levels. Mj General, Lt. General, General and FM are all either directly or indirectly affecting the outcome of a battle, so they should all gain some exp, and in different areas.

More stats for leaders: Leaders should be slightly more complex. Tactical versus strategic skill for instance. This would make the decision to promote much more interesting, as small unit commanders would make very bad field marshals. Some leaders could have infantry tactics, armour tactics, etc. or perhaps be really bad at using armour, but exceptional at infantry assaults. (Offensive Doctrine trait is too vague)

Peacetime exercises: The ability to conduct maneuvers. Get a certain number of divisions together and conduct a 'maneuvers' mission. Units and leaders gain exp, but it costs a lot of supplies/oil and makes you lose org. Can adversely affect diplomacy too, especially if there is no 'fog of war' on the territory you are conducting the maneuver in.
 
Interface suggestions:

-when you click on icon for airport/naval port/radar (a/n/r) in province overview on upper left corner, you should have build option for more a/n/r like is the case with infrastructure for example. (When you press infra, you may add another infra in building queue.) Also, if level of a/n/r is 0 on province interface they need to have smaller size icons similar to "naval ports" without naval ports on strategic map. Also, color should be grayed out or something for 0 level a/n/r.

-rainbow colors for interface which list provinces on left panel and in statistical panels. For example when you press infrastructure, you will have provinces as usual listed with infra of 100 percents, 90 percents, 80 percents etc. Put red for provinces with 100 percents, 90 with light red, 80 with red-orange, 70 with yellow-orange, 60 with yellow etc.

-red and green colors for negative and positive traits of ministers. If he has IC -10%, put whole this part of tool-tip in red, if he has money production + 25% put this in green etc.

-statistic panel - make all ministers, navies, etc on those statistic panel selectable and centered with one mouse click on any statistic panel. Actually this already should work in vanilla HoI2, but always there are some bugs or double-click or instead of pointing to generals, you have list of generals on left panel without order and you lost general which you wanted etc.
 
Some of this might sound more as criticizing then suggestions, but i think you know me well enough:

Defeat events could be remade. I know you want to make the game difficult, but I see no point conquering whole Siberia, so a supposed defeat event might trigger sometime (Which seems to be bugged for me anyway). Its totally unrealistic, ahistoric and boring to do it. If I reach the AA line (+Stalingrad, Leningrad, Moscow and Baku) a defeat event should trigger, I really don't fell like taking everything to Vladivostok (Yes the Japanese do DOW, but they don't capture any provinces soon). So even if I annex USSR nothing happens, so I just release Russia as a free nation. Sure I get a dissent hit of 25 and im breaking the rules set on the start of the game, but hey, if the game cheats me, the least I can do is exploit it :D.

The colours are so ugly-subjective opinion (And i tought the french had taste :rofl:). I change them anyway so its no real porblem, but I would still like them to be vanilla.

Rommel, Guanderian and Manstein should have events where they are dismissed from service (Because the historical disagreements they had with Hitler- at least the first 2), if the player declines the event he gets dissent. The event where Hitler takes personal control of the army, can be easily be exploited, where you first accept the event and then just exchange him as a minister and you take only 1 dissent (If you do accept the event all other ministers of the kind should be put to sleep).
 
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I post my ideas here, don't really have time to read all this.


In my opinion, WIF2 should be simple and user friendly, yet with a depth deeper than that of HOI2 and also that of WIF1.

Some issues of HOI2/WIF1:

a) strategic rockets are too tedious to build, deploy, and fire, hopefully a better version of it could be implemented

b) there is definitely no "strategy" involved in teching, though I don't really want the tech tree to be too complicated, also, some techs are regarded as "useless" as it isn't really worth to research them.

an example would be that of AT brigades, which is pretty expensive to build and maintain, not to mention sucking up your tech teams for quite a while. I personally would want instead...

artillery would be divided into a few "branches" such as light, medium and heavy, just like that of the tanks. Advancing in each branch would give new models and improving the stats of units if new model is not needed.

to elaborate it a bit, it would be

light artillery - infantry light howitzers(+infantry soft attack), AT guns, Tank cannons, light flak (+ AA stats)

Medium artillery - medium howitzer pieces, heavy flak guns

Heavy artillery - heavy artillery guns, naval guns, coastal guns(fort), land fort guns

This would eliminate the "useless" techs and makes a balanced teching more important, yet not complicating the tech tree.


my ideas are not completed yet, too late here and need a sleep first.
 
now I post some other ideas that I think is feasible and important.

1. Variable Unit Size
I still want divisions as the smallest sized unit because the HOI3 thing is too EYE TIRING for me. It is never making sense, however, to have a 8k men garrison on a random pacific island. Or Albania having no troops because they don't even have the manpower for a single division.

We should have a few options to build undersized units, while a "continuous" slider(continuous means you can take on any value) would probably be too ugly and hard to control, being able to have 4 steps of unit size(like that of policy sliders) would do the job, i.e. 2500, 5000, 7500, 10000. And brigades attachments would of course help making up to 12000, or simply someone want a "special" unit of 2500 men + a brigade of AT guns...

One function to add in the division "panel" would be able to change it's reinforce limit, let's say, you don't want a few divisions to reinforce to more than 5000 men, then you just change the strength cap by some simple clicking.

The good thing about this would be much less micro and a rather clean interface(talk about the pain of managing brigades in HOI3! Difficult to educate the AI, and also not easy time for humans, and LAG...), while making minors more playable and the pacific war more accurate.

(though 2500 men for a pacific island is quite many but I will be pleased to have that)


2. Inventions, Inventions!

One thing I really like about vicky is that they have military inventions/whatever. It really gives the game a lot more depth while not overwhelming the interface. I oppose the idea of researching "speedy engine on model 1942 fighter", "100mm AT gun on medium tank model A" using techs, which is quite tedious and make tech interface very messy.

When you finished researching a new tank hull and is ready for a new model of tanks, an "event" of some kind should fire and you'll be able to select which type of equipment you want for your new tank divisions.

Now the Americans researched the 1942 medium tank, they have tech level that allows them to build a tank with either 75mm gun or 76mm gun, now it's all simple that you simply select the one you want in the event! (or abstract into "heavy firepower", "medium firepower" or "light firepower")

now after you selecting all things(maybe just firepower, armour, and speed) you'll get an event informing you that which type of tank you now had in your new tank division model.

This mechanism would allow americans to build their shermans, soviets to build their T34s, and Germans to build their panthers without having much pain balancing between the doctrines. Interface would be clean, too.



need to take another break!

(I think my arty suggestion makes sense, there's no way for a country to make 305mm naval guns without being able to make even a 75mm field gun)
 
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b) there is definitely no "strategy" involved in teching, though I don't really want the tech tree to be too complicated, also, some techs are regarded as "useless" as it isn't really worth to research them.

artillery would be divided into a few "branches" such as light, medium and heavy, just like that of the tanks. Advancing in each branch would give new models and improving the stats of units if new model is not needed.

to elaborate it a bit, it would be

light artillery - infantry light howitzers(+infantry soft attack), AT guns, Tank cannons, light flak (+ AA stats)

Medium artillery - medium howitzer pieces, heavy flak guns

Heavy artillery - heavy artillery guns, naval guns, coastal guns(fort), land fort guns

This would eliminate the "useless" techs and makes a balanced teching more important, yet not complicating the tech tree.

I agree.

Perhaps another route would involve mortars vs fixed field pieces vs self-propelled. Paratroopers/Marines/HQ and the like would be restricted to mortars, with the follow-on regular infantry having the more standard field howitzers and leaving SP Art for mot/mech/arm formations.

Upgrades for mortars would involve better radio communications, coordination at squad/platoon/company level, more accurate sights, better training, etc.

Fantastic idea, great mod - I love the AI. Purely getting my butt kicked. I think perhaps the most insidious device is nerfing the infrastructure - particularly in Africa. It's a stalemate almost right off the bat. It really makes Italy one hell of a challenge to even survive in the Med with all of the Allied shipping through there.

To date, I haven't noticed any issues in China. Every game there is a stalemate. Even the SCW in one game wasn't resolved until 1939.

Thanks again for WIF!
 
I´d like a map with more provinces. I almost only play with Germany, and the hardest and most interesting part of the game is barbarossa, but i feel that it would be more interesting if the provinces were smaller, and some kind of road and bridge system. Perhaps even there could be a non-static map without provinces, since my knowledge of modding is <0 I don´t know whats possible or not.

I feel that HOI3 logistical system seems fine, I havent played that many hours of HOI3 but at first glance it looked fine, also the tech-system should be more like HOI1
 
First: Are you going to convert WiF for AoD and release further versions? Personally I don't like HoI3, but am most eager to try out AoD, especially if it's going to be as mod-friendly as FtG is.

Second, as for the provinces - I'd suggest dividing Konigsberg into two provinces - Allenstein and Konigsberg, with the border running along the present day Polish-Russian border. This would give us a nice post-war Polish-Soviet border.
 
i havent played WIF yet (trouble installing any mods on windows 7) but if you havent done this already, educate the ai on coastal and land forts. like make japan build coastal forts on key islands like iwo jima, and have germany build the atlantic wall. if germany makes a sealion, tell england to create a choke point in southern scotland to hold them off with a concentration of troops. make a siegried line more than level one if normandy looks inevitable.

and make it harder to fight in jungles like burma and indonesia so that japan has a hard time at some point. also if you havent told them too already, tell japan to assault the south pacific IMMEDIATLY after pearl harbor. give them a chance to obtain those holdings and make the allies have to take them back. give them a chance to have to send troops to defend australia