- dont make micro changes. E.g. the Shanghai change is welcome but the design is way too small.
For game readbility and design more part of the province should be "sacrified" instead of creating another "mini map province".
I'm known as an
irreconcilable hater of microscopic provinces and popup magnifying windows!
In Soviet times, we had a saying for such cases - "don't agitate me for the Soviet Power!" which means that you have no need to agitate me for that things, that I already absolutely fully support!
As you can see, the first thing I asked to do was to remove these four terrible microscopic provinces in the Mediterranean and the terrible Iwo Jima magnifying window.
By the way, I've been thinking also about to remove that awful magnifying windows with Malta in the same way! Malta looks like a fairly large island, no smaller than the Hawaiian islands, and therefore in my opinion it can do without a magnifying window.
But I didn't take the risk to decide on my own to remove this Malta window, because I don't sure if the players will like it or not.
Therefore, I would be interested to know the opinion of the DH players - is it good to remove the magnifying Malta window or not?
####
Then, about Shanghai - I see only
two places where the use of a 'magnifying window technique' is justified and makes sense - only
Gibraltar and Shanghai.
Just there is no other way to display on the map the Japanese quarter in Shanghai from which Japan began the fighting, except as a (so hated by me!) magnifying window.
So don't worry, in my opinion, apart from Gibraltar and Shanghai, there are no more places where there would be a need to use magnifying windows. And I'm also categorically opposed to creating microscopic provinces - there's no need to worry about that too.
Moreover, if we don't have enough free provinces (I think it's right not to change the total number of provinces on the map) then we will remove three extra provinces with magnifying windows on islands in the Pacific Ocean to use them for creating new needed provinces.
####
I know that Nick is hunting the illusion of "perfect historical design"
Sorry, but I'm not creating the 'illusion of historical design'

, I'm bringing the game to
total deep reality, historicity and common sense in all aspects that are existed in game's mechanics. Just because I am one of the rare people who does not need to work for money and has the enthusiasm and a huge amount of time for this huge modding work.
(For example studying information about 1000 generals and giving them reasonable perks and skills, more or less corresponding to their real WW2 experience is not an 'illusion', but a really big work that was done to bring deep Realism/Historisity in this important aspect of the game. This is not an 'illusion', this is pure Realism and Historicity as it must be done in the Game.)
At the same time, I use the formula
'Historicity and Realism in all aspects of the game, as long as it does not interfere with good gameplay and multiplayer balance.'
Yes, in some very rare moments I had to sacrifice realism and historicity for the sake of gameplay. But these are very rare moments. In 99% cases, historicity and realism only improve the gameplay and increase the interest of the game.
But rest assured, as an old multiplayer player, I always think about gameplay and balance when making realism and historicity - so that in a big multiplayer game the
Axis must have an equal 50% chance of winning or losing.
Multiplayer balance and gameplay are my top priority!
And surprisingly, in 99% of cases, good Multiplayer balance and gameplay does not conflict with realism and historicity.
Yes, in a completely historical game, the Axis will always lose. Therefore, in our multiplayer tradition, the Allies are debuffed by the fact that France and China have no players and are developing under AI control, and Spain is developing by the player who then unhistorically joins the Axis.
Yes, Spain, under the leadership of a player, unhistorically fighting in the Axis, is
our only sacrifice of historicity and realism in multiplayer for the sake of a good 50%-50% balance for the Axis and the Allies.
#####
Look at the "Kharkiv" changes. With the old design u had one big province with 6 angles. Now u have 2 provinces with 5 connections. That is a significant change for combat in the area.
I don't even know what to say for this.
Hell, yes !

Yes, Hell !
Of course, bringing an absurd fantasy map, which in many places does not correspond to the real geography, will change the 'number of attack vectors' on some provinces.
And that's great! That's something new in 14-years old Map!
Hell, yes! And that's fine!
Who said that a fantasy map that doesn't correspond to the real geography of the earth is good, but a map with real geography is bad?
I assure you, when creating vanilla Kharkov province, no one thought about such higher matter as "strictly 6 attack vectors in this province or all gamepaly wil be totally fallen!" (to be honest, looking at some areas, I don't understand at all what they were thinking about when they made the vanilla map, lol).
Yes, some provinces will change their current connections for real geography, which will undoubtedly make some changes to the familiar gameplay, which is undoubtedly a huge plus, as it will add something new to the 14-year-old map!
But, of course, if I suddenly commit some huge stupidity by making suggestions for improvements to vanilla map, anyone please let me know about this stupidity!
(new Kharkov is not such a stupid thing)
Also, anticipating possible concerns, I must say right away that I am very cautious and conservative in the provinces of the left bank of the Dnieper.
I haven't checked this area yet, but I think that in any case there is no need to change the number of provinces on the left bank of the Dnieper River, because it is in this place that such changes can critically affect the gameplay. I will be as careful as possible with the provinces on the Dnieper, keeping multiplayer gameplay in mind.
So I would suggest to cut the movement from Poltova to Charkiv to reduce the vectors to the town.
But this is in no way possible, even for the sake of the holiest goals of tactics and attacking combat vectors. Poltava and Kharkov are directly connected by the railway.
I would be a greatest traitor to Historicity and Realism if I blocked this obvious connection.
Its a minor detail but in combat one cutted connection can already save a number of units u need now for more provinces to defend.
Do you
seriously consider this new Kharkov combat vectors as a 'problem' rather than a new interesting opportunity and variety?
#####
By the way, I know about 'rule number one' - do not make more than 6 connections for one province. And I also known 'rule number two' - if you really need to, you can make an exception to this rule.
#####
- USSR isnt everything:
France and other parts are as important. In our MP games we saw battles at all places. Africa is as important as the USSR. The french-belgium boarder can be a gamekiller like a bad placed province somewhere else.
When adding provinces it should be checked what they add and what they could offer.
One cannot disagree with this. After the provinces of the Soviet-German front are brought to common sense, it will be necessary to check other theaters of military operations for common sense. It all depends on the enthusiasm of Vilochka.
#####
Africa is as important as the USSR.
By the way, about Africa. When I was doing proper connection between provinces in North Africa (based on the real road network and real combat routes) I don't remember being annoyed by any 'incorrect' forms of provinces. In Africa, it was enough just to set the right blocks between provinces to bring this theater to realism, fortunately, you do not need to fix the design of the map to set correct block between provinces here.
So, the visual design of the North African provinces is more or less adequate and does not require urgent correction.
While the design of provinces of the USSR sometimes cause me very strong rage!
Just imagine, Me, as 50/50 mixed Russian-Belarusian guy, traveled the Moscow-Minsk train many dozens of times in my life. Since early childhood, I have known by heart the order of stations on this route:
Smolensk-Orsha-Borisov-Minsk !!
There is no Vitebsk!!!
Smolensk-Orsha-Borisov-Minsk!!! And no other way!
But damned Vitebsk is embedded in this route on the DH map!!! Damn it! WTF?!!
I believe the creators of the vanilla DH map deliberately mixed up these provinces in places so that Guderian and Goth would get confused and get lost not reaching Smolensk.
So, no Africa, no Belgium, no France, until we fix this damn route to the only right one - Smolensk-Orsha-Borisov-Minsk!!!
