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In the previous post, I suggest these changes for France. The most important would be to separate Troyes in two provinces (Melun and Troyes).
If M.Velochka is interested, I suggest also to separate Orléans and Auxerre in 3 provinces (Orléans, Auxerre & Nevers), and to change the limits as shown in the picture.
 
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I suggest changes these changes to UK :
- To separate Norwich in 2 provinces (Norwich & Southend)
- To separate Portsmouth in 2 provinces (Liverpool & Berkshire)
This gives more tactical opportunity around London.

I suggest also in secondary manner :
- To separate Lincoln in 2 provinces (Lincoln & Nottingham)
- To separate Sheffield in 2 provinces ( Sheffield & Leed)

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For Italy, I suggest these changes :
- To separate Perugia in two (Perugia and L'Aquila). It gives better option close to Roma.

And in secondary manner (It gives better option close to northern Italy) :
- To separate Firenze in two (Firenze and Lucca) ;
- To separate Bologna in two (Bologna and Ravenna) ;

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Australia is the size of all europe, difficult terrain but it is easy to invade in game. When you know likely everyone live on the coast it make sense to make an "inner australia" and an "outer" one.
Following my previous post, I think also that Australia is poorly done. There should be coastal provinces all around the island and interior provinces inside. I dont think that provinces should be had, only a better division or provinces
 
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:D

True! I do not know which provinces are listed in the list of naval invasions of the USA, but I bet that Bethel (and all other lifeless northern provinces of Alaska and Canada) are not in this list!
Even if by some miracle these "AI traps" are listed in the list of marine invasions, then, attention (!), you just need to remove them. With a light flick of one finger. Just delete them from this list!

Proper, based on real geography, common-sense blocks should be set in such deserted places! It's amazing that such an obvious thing can raise objections.

(Unless, of course, your goal is to make true WW2 strategy on the real planet Earth, and not another alt-history scenario in a parallel universe where the north of Russia and America are flourishing fields with beautiful roads in all directions around :D)

The fear that 'AI will try to land there' is not an excuse, it is more a theoretical fantasy than a real problem.

This are too many inconclusive excuses, instead of just admitting that "I'm too old and lazy to do such nonsense as making right connections and blocks between provinces in a Map of ancient 20-years old game, I have other much more important things to do in my life'. ;)
The problem is that i'm not sure that the naval invasion id list is a fixed list or list that can be overruled by other ingame ai rules like "National provinces have high recap priority" or something like this.

My Problem with your approach is the pure ignorance of gameplay, game comfort and game Design in terms of ai routines, logical Systems and routines and ai Systems.
You put "history over everything". Its a point of view i had in the past.
The problem is the danger of adding problems or conflicts into a rule and logic based "game" that will break the already weak AI or game at all.
I guess 99% of DH players are human vs AI players. So it should be top prio to be save that such a work wont have a negative impact.

When u can guarantee that such a province Layout wont have negative impact to the AI i would have less problemes.

I just ask for more Balance in terms of pros and cons.
DH is a game and has to work as a game. Its no simulation. U have to keep this in mind.

Perhaps one of the DH Team members can asd something to the problem of map Design, AI and gameplay?
 
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The problem is the danger of adding problems or conflicts into a rule and logic based "game" that will break the already weak AI or game at all.
I guess 99% of DH players are human vs AI players. So it should be top prio to be save that such a work wont have a negative impact.

My mod is declared as primarily multiplayer and realistic.

Therefore, to be honest, I am deeply indifferent to the problems of AI - whether AI will fall into traps or not. AI is initially completely dumb and cannot give pleasure to being a serious opponent for the player, regardless of whether you are using the wrong vanilla map or realistic map of provinces.

Therefore, the fact that I made the right connections/disconnection of provinces that corresponds to the real geography does not affect the behavior of the AI in any way. The AI is behaving terribly stupidly on the vanilla map, and it will continue to behave stupidly on the improved map.

The AI is so dumb that it can't get dumber because the map has become consistent with real geography. But those players who want to be surrounded by the true decorations in a WW2 game that correspond to reality and historicity will enjoy the high-quality decorations that create the right atmosphere of the game.

The problem of weak AI should be solved not by using wrong maps that do not correspond to real geography (bad maps are in no way able to solve the problem of dumb AI), but by creating special complicated scenarios for single-player games.

I have created two super complex scenarios for those who want to play a single-player game, and I assure you that the AI does a great job of kicking ass of the player, and my correct-made connections between provinces do not interfere with it in any way.

Your fears that a true realistic map will lead the AI to collapse are completely exaggerated and untrue. I brought the provinces to reality in all major war theaters, and of course the AI behaves remained exactly the same as on the vanilla map, without any problems. AI was dumb, and it continues to be, without any deterioration.
 
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And that is the reason why i'm happy that the DH Team is making the base decisions.

I made a mod i hope many people enjoy. When u are happy with your mod. Great.

The problem is that u are not able to see problems plus i have the feeling that u try to sell your point of view as the "only correct" answer. And that is perhaps a more General problem i have but i can just try to explain my position.

For the map problems i have to repeat that i'm not the code genius. I have just my experiance with DH, my mod and my mp experience.
Perhaps my problems are no problem. Okay fine. But i tried to keep these elements in mind in the first place ;)

And the great thing is;
The map adjustments are done by someone else here.

I would kill for the ability to change the map by myself but i was never able to get a running Tool set for modding the map.

So i'm just here to leave my ideas and concerns.
The decision what @Vilochka will make is his decision ;)
 
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When u can guarantee that such a province Layout wont have negative impact to the AI i would have less problemes.

And, to be clear, I have already done 90% of the work on bringing the connections between the provinces in line with the real geography in all main war theatres. And this did not 'worsen the AI's behavior' in any way. The changes to the map design that I'm now asking Vilochka to make right now are the the remaining 10% that can't be done without changing the map design.

It's very simple - If there is a visual connection between provinces on the map, but in reality there is none, then I easily blocked it and so fixed this error. But. If there is no visual connection between the provinces on the map, but in reality it is, in this case I could not afford to make this connection, because the player would never have guessed its existence, because it is not displayed on the map. That is why, when I had already done all the great work to bring connections between provinces in line with the real geography, I needed to redesign the map to fix exactly these mistakes which I could not fix before - when there is no visual connection, but in reality there is.
Therefore, the most part of what I'm asking Vilochka to do now is just to add visual connections to the map where they should be according to real geography.
 
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I made a mod i hope many people enjoy. When u are happy with your mod. Great.

I have to tell you straight out that it's your full vain, it's TRP's vain that I was needed to do Hoi2 modding and spend 10 years of my life on it !

The fact is that a long long time ago, when my knowledge of WW2 exceeded the historicity of the vanilla Hoi2/DH, I thought maybe someone had made the right historical mod that would not contain as much anti-historicity and anti-realism as the vanilla game. I went to look for it and found a Mod that just declared Total Realism. I was very glad - that's exactley what I needed! Yes I do! I really want Total Realism and Historicity, so that there would be no total anti-realism and anti-historicity as in vanilla game.

But unfortunately, I was very disappointed, the realism and historicity in TRP seemed to be limited only to a rather good-made OOB, but in all other aspects (I can single out about a couple dozen important aspects of Realism and Historicity that are supported by the mechanics of Hoi2/DH game and therefore must be done according to realism and Historicity), the level of realism and historisity did not correspond at all to that level of quality of Realism Historicity that I would have from this WW2 game.

And, so, convinced to my sorrow, that there is NO any Hoi Mods with total historicity and realism, I came to the sad conclusion that it looks like - if I want to play Hoi with true full realism/historicity in all aspects of the game, I will have to make such a game myself.. :eek:

So it's your inexcusable vain, that I had to spend 10 years of my life doing the job that were supposed to do by you, TRP modders!

If you had done true Total Realism and Historisity, then I could have spent these 10 years of my life on something else, just enjoying playing your mod!!
Just believe, it would be a great pleasure for me not to do all this damn very huge job myself, but just to take advantage of someone else's work to enjoy the total realism and historicity in Hoi.
So, there is NO forgiveness to you, TRP modders, for my wasted for Hoi-modding years!! :D
 
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Lord Rommel, DH is the greatest game of all time. It is not used to it's full potential.
If you mod the event and AI files meticulously, the game became very efficient. I play and I mod DH since 20 years.
Tha game has to be modded in function of multiple events that are triggered in priority order. The AI file must be modded with successive lines of defense (a list of provinces to defende in priority).
If Mr Vilochka adds some provinces, we juste have to integrate it in some event files and AI files, and the game will work.
I am modding almost every aspect of the game actually, and when it will be finished, it will be very interesting.
 
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For Netherlands. I suggest these changes :
- To separate Groningen in two (Groningen & Leewarden).
- To separate Arnhem in 3 (Utrecht, Arnhem, Lelystad)
- War was waged in 1940 and mostly in 1944-1945 there. Netherlands is the entrance to Germany by the North.

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- To separate Portsmouth in 2 provinces (Liverpool & Berkshire)
But why should Portsmouth become Liverpool?

I'm afraid this could change the course of history and humanity will never see the Beatles appear.
I also afraid for old HMS Victory, she could be buried under this new Liverpool.
 
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Liverpool had a population around 867 000 in 1937-1941. Portsmouth had a population of around 200 000 at that time. The Beatles will live anyway ! It is one the five most important cities in UK since a very long time.
Portsmouth is small and insignificant in comparison.
 
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But I can't find any 867 000 people Liverpool in Portsmuth area.

No liverpool here.jpg
 
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I suggest changes these changes to UK :
- To separate Norwich in 2 provinces (Norwich & Southend)
- To separate Portsmouth in 2 provinces (Liverpool & Berkshire)
This gives more tactical opportunity around London.

I suggest also in secondary manner :
- To separate Lincoln in 2 provinces (Lincoln & Nottingham)
- To separate Sheffield in 2 provinces ( Sheffield & Leed)

View attachment 1271705
Hehe Liverpool is close to Manchester, think you wanted to write Portsmouth.
Berkshire is not consistent on setting main cities in the name instead counties/provinces. It shoul be Reading then.
I would try to accomodare York an Newcastle in Northern England.
 
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Gentlemen, great discussion! I'm still trying to fine-tune the brush parameters and the results aren't great. I even decided to download Gimp.
1.png
 
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The suggestion that I am making are a mix of real territorial divisions and for gameplay purpose also. In reality we would have to double the number of provinces everywhere to represent adequately each countries territorial division. But then, the map would become the E3 map, and it already exists. What I suggest is some adjustement in important countries and to not modifiy to much the map.

I suggest adding provinces where the war would be wage mostly. I don't want to make to many suggestion to Mr Vilochka, because it is a massive work to redo many provinces. If he wants to improve much more the map, I am more then willing to study the real territorial division and to post it, but it would be a little bit crazy to implement.

I agree that instead of Berkshire, it could be Reading.

I just realise that you are right about Liverpool, the name of the province could remain Portsmouth or Southampton. Liverpool is indeed close to Manchester. There is not much place to add Liverpool sadly.

So it would be like that :
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For Italy, I suggest these changes :
- To separate Perugia in two (Perugia and L'Aquila). It gives better option close to Roma.

And in secondary manner (It gives better option close to northern Italy) :
- To separate Firenze in two (Firenze and Lucca) ;
- To separate Bologna in two (Bologna and Ravenna) ;

View attachment 1271728
Ancona is too big, we coul also use Rimini there.
Instead Lucca, I'd say take just a bit from Genoa and dont cut Firenze to the sea, while no beach, and then name it La Spezia and set the naval base.
San Remo or Cuneo split from Genoa to the Alpine border. Same coulb be done with Torino and Aosta.
 
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