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GrevenWhite: I had th same kind of idea with the general-->army cheif-->cheif of staff-->führer.

also i thought an army cheif can override a general's orders

example

BEF wants to attack the germans in Arlon, the army cheif can override that. But the cheif of staff can override the army cheif, and the führer can override the cheif of staff

and PM's would work butlets keep that as a last resort as I think it would take away from the heated discussions over srategy

oh and refree is a good idea

Formula51: I'm not sure, if the two leaders want to i see no problem in adding in leaders and ministers

and i'll PM a mod about it and see what happens..

führer/prime minister: has the power to replace any minister or leader. Control's foreign policy, sets the main strategic goals for the othrs to follow, ad most importantly plays the game. Also sets the budget

armament minister: Picks what units will be produced and what techs researched.

security minister: concerns include dissent and sets the manpower usage. (ie if he says the manpower reserve is 300 the manpower cannot drop below that [from production] without his approval

intelligence minister: will be on the look out for cheaters on both sides.if he sees suspicios behavior he reports to leader and referee (they've known and countered ever attack we've had for 6 months)

cheif of staff: follows leaders order by deploying specific army, navy, and airforce units to specific theaters. Is able to override any orders from any of the other cheifs.

cheif of army: approves plans for the generals beneath him. commands units that have no commander. When production of a land unit is completed he decides where it goes. Also has override power over generals

cheif of navy: approves plans for the admirals beneath him. commands units that have no commander. When production of a sea unit is completed he decides where it goes. Also has override power over admirals

cheif of airforce: approves plans for the air generals beneath him. commands units that have no commander. When production of an air unit is completed he decides where it goes. Also has override power over air commanders

that look ok? any powers they shouldn't have, powers that should be given, or powers i've forgot?
 
Yay, we've got a Fuhrer!

Can I be Chief of Staff instead, but still create campaigns for the army? Because I like doing that kind of stuff, but I also want more power. :D

Heil Greven! ;)

EDIT: we also need to decide which campaign we are going to do, but that should wait until we've filled all positions.
 
there is another thing to discuss:

the lenght of "turns" - how long will the leaders play the actual MP game - for a fixed amount of time (week? month?) or "until something happen"?

the fixed timespan needs more responsibility from the leaders as they may have to react on the unexpected situation, but IMHO makes the game more simple...
 
Maybe the best way to deal with this would be to give players a right to call a meeting. A long-term plan would be made, e.g. Germany builds infantry and tanks, researches tanks and artillery etc. Some semi-annual reports would be good.
When something drastic happens, a player could call a meeting. The game would be saved and then the ministers and chiefs would discuss how to react to the new situation. Both players can call meetings any time, but it should be kept to a minimum.
 
Jopi said:
Maybe the best way to deal with this would be to give players a right to call a meeting. A long-term plan would be made, e.g. Germany builds infantry and tanks, researches tanks and artillery etc. Some semi-annual reports would be good.
When something drastic happens, a player could call a meeting. The game would be saved and then the ministers and chiefs would discuss how to react to the new situation. Both players can call meetings any time, but it should be kept to a minimum.

well, and maybe some time limit? say two or three days at max to simulate the time press when something happens? sounds good to me

with the sheduled meetings having the time limit longer (week for the discussion?)
 
I think depending on the Scenario we chose the time limits should be rather short.

Example say we pick 36. Ok for awhile the episodes that are played should be no longer than 1 month. Shorten the episode in say 39 to maybe a week at time until war is declared. During the War perhaps a few days at most.

Being the leader is going to be a huge responability and as I know I can trust my Generals I will allow them to do most of the palnning. After all that is the fun of this kind of AAR. If i just wanted to do my own thing I'd play SP.

Are you talking about editing the leader and minister names? That would be a nice special touch but I would suggest NOT changing any skills. Doing that would give an unhistorical advantage. Just my two cents.

I think the 36 would allow the most "meat" as it would allow the sides to personalize their OOB's, Campaigns, and International Allies.

The setting in regards to the AI need to be decided also. I don't want to see the great German/Britsh Clash ruined by the pesky Russians. :D

I like Jopi's Idea a lot.

That's all for now.
 
i like jopi's idea too (btw jopi want a position?)

also with the play time if we use 36 i think its should go

1936
jan-feb: 1 week (since this is the time when everyone is getting their budget and everything the way its supposed to look

march-1938: 1 month

1939-sept 39: 1 week
oct 1939-end: 7-10days?

also the sooner we fill th positions the sooner we start so gentlemen start your advertising.
 
as the Lufftwaffe is already taken, can I command the RAF?
this means british chief of airforce
 
German Security Minister please?
 
So who should do referee? If need be I will resign the British naval minister and take referee. THat way I can monitor my little project as God and watch as both sides desperatly try to figure out what the other is doing Muhaahahahah!

But thats only if no one volunteers for the position by the time the game is about ready to start...