TOP 10 Upcoming Features in HOI4!

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  • čas přidán 22. 05. 2024
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Komentáře • 522

  • @mitchellb9223
    @mitchellb9223 Před rokem +889

    I would prefer new features to the game that are not just more technology designers. I want more fleshed out diplomacy, politics and intelligence agencies.

    • @pvp216
      @pvp216 Před rokem +111

      and economy

    • @johngalt5166
      @johngalt5166 Před rokem +10

      I agree 100%

    • @NoFlu
      @NoFlu Před rokem +75

      The problem is that HoI is a wargame. Yea, you are fighting wars in other PDX games as well, but its the main focus of HoI, going too much into economy and society would take away from the main point.
      Not trying to shit on EU/Vic players, but those games have a different focus which you can't properly portray in a ~10 year timespan.
      Heck, turning a country completly fascist withing a year, like you can do as the UK, is pretty unrealistic, but HoI doesn't have time to properly do politics and statecrafting....

    • @TK-1103
      @TK-1103 Před rokem +7

      @@NoFlu this

    • @Justplaying478
      @Justplaying478 Před rokem +1

      That would be great and would lay the groundwork for the cold war in the game

  • @elolawynladriel
    @elolawynladriel Před rokem +419

    If they add infantry equipment designer, they can turn equipment modules into the equipment needed to "design" special forces infrantry units. They will be balanced by "weight", production cost or supply use. Equipment conversion cost could mean the time/cost needed to turn standard infrantry into special forces.

    • @Savantqqqq
      @Savantqqqq Před rokem +12

      Surely they add it with dlc

    • @hatimzeineddine8723
      @hatimzeineddine8723 Před rokem +15

      Please no

    • @johngalt5166
      @johngalt5166 Před rokem +20

      Hot take I think that there is other more important work the game needs before they start adding more designers….

    • @xxxgamestearxxx337
      @xxxgamestearxxx337 Před rokem +5

      there is a mod where you can design infantry equipment, arty, AA and anti tank

    • @GerinoMorn
      @GerinoMorn Před rokem +4

      Also training time! E.g. some "modules" could cause an infantry division using this equipment template to train slower (as it might be more complicated than point+shoot)

  • @elolawynladriel
    @elolawynladriel Před rokem +141

    They might as well just use the same tank designer as a generic designer for eveything. They just have to create modules for every part of every vehicle and establish rules about what you can mix and match.

    • @elolawynladriel
      @elolawynladriel Před rokem +14

      Actually that designer could be use for more things than design equipment. You could use it to design goverment types and modules are laws.

    • @nmpolo
      @nmpolo Před rokem +9

      @@elolawynladriel I can't wait to design a 0% reliability government.

    • @kusturucu1015
      @kusturucu1015 Před rokem

      @@nmpolo here comes the 72.9 piercing government!

    • @footisman2059
      @footisman2059 Před rokem +4

      @@nmpolo Ah yes, the british royal marriage focus.

    • @masonwernes103
      @masonwernes103 Před rokem

      true, i should be able to select wheels and have an armored car designer, also it wasnt uncommon for half tracks to have howitzers or anti air guns mounted to them aswell...

  • @thomascalderbank6098
    @thomascalderbank6098 Před rokem +47

    I'd like to see a future where as a minor power you can contact shipyards in bigger nations to build ships for you. But, if that major when to war they could have the option to take the ship

  • @redhairdavid
    @redhairdavid Před rokem +69

    A fall back line that gave you a pre dug in position would be great. Like you have a front like, then back at a river, a fall back line, and when you got there, you would get full dig in bonus the instant you arrive as civilians dug it while you were fighing

    • @backfirebaldich5906
      @backfirebaldich5906 Před rokem +1

      It could be better to do a fort rework, because in their current state they are boring

    • @redhairdavid
      @redhairdavid Před rokem +1

      @@backfirebaldich5906 maybe both :p I haven't thought of forts as boring before. Care to elaborate? What would you look for in a fort system?

    • @backfirebaldich5906
      @backfirebaldich5906 Před rokem +7

      @@redhairdavid There is not much interaction or realism.
      For interactiveness, you just press a button and it gives a defense bonus right now. It would be more interesting if you got to actually design fort systems that are cheaper (like trenches) or ones that are more complex (like the atlantic wall or maginot). You could also have a new fort busting special forces, like combat engineers.
      For realism, it makes no sense that all forts work both ways. Along with that, in real life forts like the maginot were huge obstacles that the germans had to go around. In hoi, you can just bomb them and go through, which is not very realistic.
      Basically, I would like forts to point one way usually, and some sort of "fort design" system. Your idea is great too. I would like both in conjunction.

    • @redhairdavid
      @redhairdavid Před rokem

      @@backfirebaldich5906 I also like your ideas here. That would be pretty cool

    • @prius_power
      @prius_power Před rokem +2

      @@backfirebaldich5906I feel like you can make it similar to how railways currently work where you can lay down railways to specific areas and upgrade that specific track. I think having a system where you can draw a fort line in the supply map mode, chose what level it is and have it build in sections like railways do would work very well.

  • @Baconsandwich47
    @Baconsandwich47 Před rokem +84

    I think for the special forces, the amount shouldn't be limited by a reduced usefulness depending on increasing numbers, but more close to real life, where the reason is cost. They take a long time to train, have expensive equipment, and therefore their numbers are low. Also, if they are expensive and take very long to train and replenish, you'd think twice where to deploy them, also closer to reality, but at the same time works as a game mechanic, imo.

    • @anon3988
      @anon3988 Před rokem +5

      Would just make majors stomp minors even more than they already do. Imo special forces should work like intelligence agencies; behind-enemy-lines missions to achieve logistical strikes etc, gives an edge to players who put the time in

    • @MrMaro1995
      @MrMaro1995 Před rokem +2

      Maybe special Forces should have heavily reduced XP gain, because ops guys already know a lot, and are highly proficient in combat so theres much less for them to learn, but replenishing with conscripts would cause a massive hit to their combat xp and effectiveness. As I think of it now maybe the paradox should add some kind of reserves mechanic, where you can store manpower with some xp outside of the field.

  • @Rchannelfull
    @Rchannelfull Před rokem +228

    I think they need to put mechanized and armored car into a tank designer. They would just have a "infantry compartment" additional module that would automatically turn it into a mechanized. So you can have those unholy cursed designs or extremely expensive tank/IFV designs like Merkava or something.
    Or maybe you can change the type yourself like with flame tank thingy.

    • @melfice999
      @melfice999 Před rokem +14

      There already is a way to more or less a way to design AC/MOT/Mech themed "tanks". with various suspensions as is.
      it almost feels like the game at one point had an intention of making Tank Designer a "Vehicle designer" but it was cut at development.

    • @miguelgameiro8063
      @miguelgameiro8063 Před rokem +3

      If I’m not mistaken a cheap 1938 chassis is still cheaper than the cheapest mechanized so until that changes I’m not interested

    • @psychzach1588
      @psychzach1588 Před rokem +3

      Agreed. I desperately want to build armored cars and armed mech and mech divisions.

    • @oliwierbroda2575
      @oliwierbroda2575 Před rokem +2

      ​@@miguelgameiro8063 yes but it has worse org and overall stats.

    • @matthiuskoenig3378
      @matthiuskoenig3378 Před rokem +5

      Miguel gameiro obviously adding a troop compartment would increase costs. Simple as.
      You could also have multiple sized compartments. Larger compartments increase costs, reduce reliability and reduce breakthrough but you require fewer vehicles per mech inf battalion.

  • @robkurtzman7113
    @robkurtzman7113 Před rokem +43

    The Mech / Car / Truck designer would work like the aircraft designer. When you add a certain module, it locks the design as CAS, Fighter or Naval.
    Analogous trigger modules would force designs to Truck, Mech or Armoured Car categories

    • @alicebrown6215
      @alicebrown6215 Před rokem

      Cargo Space and Infantry Compartment for truck or mechanized are easy enough, though can't think of the AC unique module

    • @nathanhelfinstine4922
      @nathanhelfinstine4922 Před rokem +2

      @@alicebrown6215 Just have any light tank built on wheeled suspension be designated an armored car.

  • @mikkel066h
    @mikkel066h Před rokem +27

    Think the Special forces should have less penalty for being behind enemy lines. Have some of them be able to do operations with the agency, so when you have a war break out you have a division(one that you already have build and placed) be able to start in an enemy controlled area. Or block a supply line or hub from being used. Which is what the Germans did with their brandenburgers when they invaded the USSR.

  • @SanderDoesThings
    @SanderDoesThings Před rokem +34

    After playing around with the Infantry+Artillery Designer mod, I think an artillery designer is very much underrated with how low Dave put it on the list, it works well with the infantry designer in how it can improve infantry customization

    • @TheMjollnir67
      @TheMjollnir67 Před rokem

      I'm playing with that mod, too. Did you notice that you can add armor to the trains and even (although that might come via the ship designer mod) can modify your transport/convoys with weapons and other stuff?

  • @anthonysantilo928
    @anthonysantilo928 Před rokem +8

    I actually love the doctrine trees of a mod I used to play (I think it was world ablaze) where it essentially separated doctrines into infantry, tank, and artillery doctrine and gave a lot more customization to how your army worked.

  • @Niveksirrah13
    @Niveksirrah13 Před rokem +25

    Adding more defense options like mines and wire that kinda act like CAS damage to tanks and infantry that attack into and break through your lines would really help nations on the back foot and punish the speedy units a lot. Also adding in mine sweepers and such. Giving engineers something to do on the attack.
    A neat thing for a fallback line could also be prebuilt fortification so if you get pushed to them you can get some entrenchment. Not a bonus but more like a higher base line like starting at 50% or something to help slow them down. Would encourage people to make forts and such too.
    Defensive gear like mines and stuff could be handy for an infantry rework. Like inatead of just infantry would could have light and heavy. Sappers, demo teams and such both as main line and attached. Lots they could do with that to make having different divisions instead making the same ol line infantry en mass.

  • @lordDenis16
    @lordDenis16 Před rokem +14

    I think that if army expansion was connected to overall war support within a country that would make more sense. It works for the mobilisation laws but I think it could also work for division numbers 🤔

  • @Goose_in_pants
    @Goose_in_pants Před rokem +12

    Mech can also be fully tracked, actually this allows to create more designs, especially more real life designs like bren carrier. And different between armored car and mech is that one must have a infantry compartment. Also it allows to create even IFVs, no only APCs, which would be great for modders

  • @kayaphus4303
    @kayaphus4303 Před rokem +5

    Regarding the Mech Designer:
    Someone has started making a mod for this and it works very well on paper out. Combines trucks, cars and halftracks.
    1936 - Interwar car chassis, Interwar truck chassis
    1938 - early car chassis, early truck chassis
    1940 - improved car chassis, improved truck chassis
    1942 - advance car chassis, advance truck chassis
    1944 - modern car chassis, modern truck chassis
    Like the tank designer, newer chassis allows for more weight, more power and more reliability. Inspired by real life military wheeled vehicles which themselves were based on civilian counterparts. A halftrack is just an armored truck. A heavy armored car is an armored truck with a canon. This is VERY possible already.

  • @PaulisInclusion
    @PaulisInclusion Před rokem +9

    I really want a special forces revamp too. I wish they were worth using because the concept is cool.

  • @phreakedout1
    @phreakedout1 Před rokem +10

    A Special Forces Rework should include integrations to Agency/Agent activities. Obviously it'd also be helpful for the reasons you mentioned but also expand on supporting resistance operations, etc.

    • @schellwalabyen4656
      @schellwalabyen4656 Před rokem

      I think there should be a way to highly focus on special forces. Like for example as america or britain having almost no regular army and just a marine core, to use in minor conflicts around the world. In a way making the special forces cap independent from the army and also more dependent of the branch it originates from air force/ navy.

  • @TheVascar
    @TheVascar Před rokem +9

    Another thing for the wonder weapon rework is some of the alt history wonder weapons that were thought of and researched on both sides during this time period. Pigeon bombs, Death Ray(that later turned into radar), colossus sized tanks (Ratte and Monster), Sonnengewehr(Orbital sun powered death ray), and Rocket U-boat. Also include some of the early(1950's) cold war weapons like Atomic Annie (M65 atomic cannon)

    • @urknall2010
      @urknall2010 Před rokem

      It should be a special resarch divison and also include radar technology.

  • @RonMalright
    @RonMalright Před rokem +11

    I think PDX should reword fortresses. You should be able to dismantle them. Sometimes it annoys me that the AI builds defenses in the middle of nowhere and when I set my divisions' to defend an area including fortresses the divisions will be stationed in these spots where I don't want them. Another feature it could be added is to set a direction of defense. That's how fortresses are supposed to work. You should choose a direction of defense. Let's say East. That would give you a bonus for attacks from Noth and south as well, but not if you are attacked from the form west.

    • @wilberdebeer4696
      @wilberdebeer4696 Před rokem +1

      Or have forts work from every angle but add trenches where they are cheaper than forts, don't protect as much and have a directional penalty.

  • @unowno123
    @unowno123 Před rokem +3

    I think they should customise division designer, meaning infantry gets replaced with "riflemen" or "lmg gunners", "field hospitals" or "landmines" etc.
    But not an infantry equipment customiser.
    Imagine adding support landmines to your paratroopers for better defense

  • @jaxkommish
    @jaxkommish Před rokem +8

    For a Wunderweapons category you can open up a lot of the wild ideas like the Habbakuk (a massive aircraft carrier built out of ice and sand), the massive oversized bombers or tanks some of the countries fantasized over, etc

    • @gildedphoenix
      @gildedphoenix Před rokem +3

      Project Ratte: the literal landship that's called... RAT

    • @Coid
      @Coid Před rokem +3

      Pykrete is a mixture of water and sawdust. IIRC, sand was not involved in the design.

  • @doktertjiftjaf5186
    @doktertjiftjaf5186 Před rokem +7

    Here are some ideas for officers. Just like with divisional commander's, have the same mechanic for your navy where a captain of a ship can earn XP and get promoted to the rank of admiral. And introduce traits that give bonuses to your air force and also give the ability to appoint new chiefs of the air force.

  • @thearisen7301
    @thearisen7301 Před rokem +2

    Pure track should be an option for the mechanized to make things like Kangaroos & Universal Carriers.
    A rocket designer could allow for things like building cheaper rockets that can be intercepted or more expensive ones that are nearly impossible to intercept. Also naval launched like the RL Regulus missile.

  • @MEL0N1007
    @MEL0N1007 Před rokem +10

    22:42 Not only that every nation needs to have more than one focus tree for how the war played out. There should be a historical cold war focus tree if allies win the war, there should be TNO scenario focus tree in case Axis win the war, there needs to be TWR scenario focus tree in case Japan loses but Germany wins, etc... It would be really cool to see it but it's highly unlikely... Personally, I really want to see it tho

  • @robinmatten
    @robinmatten Před rokem +39

    Idea for wonderwapons: For example the Ratte or the Landcruiser the Germans planned to built: If your fully researched and designed it you get the opportunity to select a max military factory region and than there are used to build it. so the enemy could spot (higher chance with spies or decryption) the constructionside and bomb it so the bulding process would be slow down or could be set back a little and in the and a superstrong unit spawns but it can*t move over mountains. To move over the ocean you hvae to desemble and assemble (need region with lvl. 5 shipyards or harbors) it. And you have to reproduce sunken parts. For example

    • @Krom5072
      @Krom5072 Před rokem +3

      Well there is a reason they didn't build it. It would be big and slow, so, you know, a great target for artillery and CAS.

  • @Luredreier
    @Luredreier Před rokem +2

    1:29
    Well, one thing is the barrel...
    But what about the ammo types?
    High explosives, various types of armour piercing etc.
    You can have different "chassis deciding if you shoot straight, upwards in an arch or up against the planes, you could have scrapnel based rounds...
    Different loading speeds, movement speeds, etc, etc...
    You can add armor shield in front of a direct firing gun to protect against small arms etc...

  • @MEL0N1007
    @MEL0N1007 Před rokem +16

    I would really like to see end-game diplomacy rework. Cold war seems kinda fun. But before that, I'd say they have to make it less laggy, and just like you said the last year, they would have to fix the snowball economy for USSR and USA. I think Great War Redux like demobilization and Kaiserreich like army limitation would be great.

  • @zacharypurdue4584
    @zacharypurdue4584 Před rokem +2

    For an artillery designer you could go light, medium and heavy, with Radios being an option for extra IC but increase their soft attack, perhaps require a signals company so they can make usage of it.
    Have heavy artillery take more terrain penalties and essentially allow you to produce light mountain guns, dual purpose artillery capable of engaging tanks and delivering indirect fire like a Zis-3 or maximizing Soft attack with something like a M-30 122mm gun. Medium artillery could cover the 150/152/155 arty, with heavy artillery being the 170, 203 and 210s. Adjust sheer size vs supply consumption, perhaps movement penalties to the division if you load it up with 8 inch guns.

  • @joneszer1
    @joneszer1 Před rokem +4

    1:22 Big thing for arty is things like:
    Ammunition and fuse types and customization of artillery companies.
    For example, light artillery for Germans would be like 7.5cm LeIG cannon. Then all the way to Heavy ARTY which is like a 203mm Soviet B4s. You can customize these and put them in different units for different purposes instead of your breakthrough inf div being 14/4s it can be 7/2s but with Heavy Arty.
    Also munitions, HE (soft attack), Smoke (breakthrough), red and white phosphorus (soft attack & breakthrough), ILLUM (night attack, air coordination), ect. And you have to produce these munitions and equip them To specific artillery units. If you just wanna spam HE because you have a poor country then that’s fine but if you’re the US it’s going to better represent your more well equipped nations with big economies.
    Or for AAA guns, you can put in the proximity rounds for better hit chance idk. There’s a lot of in-depth so maybe not the best for vanilla and maybe more for a hardcore mod.

    • @Ajann47
      @Ajann47 Před rokem +1

      and why there is no mortars like german 82mm's and russian 120mm's

  • @wupwup809
    @wupwup809 Před rokem +4

    I would rather have an infantry template designer then an eqipment one trying to balance your squads out it would also be a great combo with a special forces dlc where instead of the three flavors of speial forces you could either focus your squads on specific terrains or have a more balanced elite force.

  • @RomanianGordonFreeman
    @RomanianGordonFreeman Před rokem +2

    17:15
    Say my name ,
    Heisenberg
    You god damn right

  • @hqwefg
    @hqwefg Před rokem +1

    I think in regards to customizable arty, AA, AT etc is that it could all be one basic chasis like with tanks, and then you add on the weapons to the base and the weapon changes its role from arty, to pack arty, to AA, to AT, infantry support guns etc. Which actually happened irl with a lot of arty and AT guns being built on carriages that was designed for the other, like the German 8.8cm Pak43 AT gun or Soviet 76mm.

  • @legomanc4555
    @legomanc4555 Před rokem +3

    I think the most interesting designer, would be the infantry designer, however instead of designing individual soldiers, it would be interesting to design squds. For example, more men MG's for defense or more men with SMG's for offense.

  • @arno_groenewald
    @arno_groenewald Před rokem +2

    The world conquest awareness would be great for a early Cold War build up.
    This can lead to them working on a cold war successor to Hoi4 and then a Modern day game which can branch off from those end development ideas.
    If only Paradox had the leverage to do both.

  • @boomknight1015
    @boomknight1015 Před rokem +3

    What I'd want in a Train designer is the base trains, then you can add some special ones that do AA, maybe even supply with out a depo. Something that could basically spot make depots at locations but depending on build and amount it effects how many troops it can support. Better yet, use the normal Dora base but the AOE can work like different support companies that just has to be in range to give the buff to your troops. How ever I highly doubt that would be made. It wouldn't change much but it would be fun as a mod.

    • @MoBro173
      @MoBro173 Před rokem

      Armoured trains does AA damage

  • @justmax8741
    @justmax8741 Před rokem +2

    I would love to see some kind of economic influence mechanics with the ability to puppet someone(based on trades, relative power, distance, etc.) and a reworked white peace cause the current one doesn't work at all(this one is more probable in near future, at least i want to believe so).
    I still remember that one Soviet game where UK started a proxy war in Iraq and Iran in 1946 so I needed to start a civil war in France and capture both France and UK with 8 volunteer divs because war exhaustion and white peace aren't existent in base game.
    Also, some mass destruction weapons rework is needed(rebalance the nukes, add chemical and biological weapons).

  • @imspudus
    @imspudus Před rokem +1

    If they add mechanised designer they could add defensive equipment adding entrenchment and mine layers adding piercing or soft attack, they could also add mechanised at/aa, or increase breakthrough by adding more seats.

  • @-___-g
    @-___-g Před rokem +10

    I want more QOL features. And more tips about what things are/do like ck3

  • @michaelholy3851
    @michaelholy3851 Před rokem +1

    Probably for mechanized, they could add „space“, depending on the space more troops can fit in and so you need more or less mechanizeds to fill your divisions

  • @monophthalmos9633
    @monophthalmos9633 Před rokem +1

    - Trade laws could get some tweaks
    - Advisors that boost non-aligned
    - Foci that spawn ships
    - Historical special divisions with limited availability like the French Foreign Legion

  • @blackfire8008
    @blackfire8008 Před rokem +1

    For special forces: Why don't implement a mechanic, that for every battalion you choose a set of trainings(like a battalion designer) and in base of how many you add, will shorten the training time or make it longer. Every training gives a set of bonuses, like: training in the mountain = mountain attack or defense. If you excede a number of trainings, the battalion becomes a special force, that will make eexponentially longer the training time, so you can choose to have an all special forces army, but it will take 3 times longer to train, and for every lost soldier of that battalion will lower the division experience three times more(it scales with training time). Another thing that could be added, it's thet the experience level will determine how big the modifiers will be, but the veteran level of experience(and the one before, which i don't remember the name) would not increase the modifiers, but add the bonuses, that the current experience mecchanic gives.

  • @frag2k12
    @frag2k12 Před rokem +1

    I would like to see some of the special techs like in Darkest Hour where by unlocking certain techs could give the chance to invent new tech so by researching the nuclear tree you can effectively gain reactors for your carriers and subs whih replace the standard engine giving unlimited range and a boost to speed but at a much higher cost, further techs going to the 50's like the road to 56 mod and maybe alter the technology tree for time penalties where you gain a bonus for stacking research as if your researchers are working on just one project you get faster results or even like with the naval trees use XP to give a boost to your other projects.

  • @hexus_boi1802
    @hexus_boi1802 Před rokem +2

    Defence Rework concerning forts would be good if the forts would be reworked in such a way that they reduce soft/hard attack values so early forts reduce only soft attack while researching better forts reduces more hard attack (addition of anti-tank in the bunkers) something like that

  • @didrechus9904
    @didrechus9904 Před rokem

    2 things
    the arty disgner is for the artiery régiment for making them more inclined to defence with more defencive material
    or more dameging against infanterie or buildings
    and for the mec and armored cars and even trucks ... it could be an expention of the tanks disgner as ALL of them are ground vehicules

  • @jamescurry6798
    @jamescurry6798 Před rokem

    Love your channel. Just saw your look at the infantry designer. I would love to see you do a look at the ultra historical mod by Vorondil. It has an infantry squad designer that I think you might like.

  • @Justplaying478
    @Justplaying478 Před rokem +1

    The things i should add are:
    Ammonitions with the infatry designer.
    A dynamic designer(you add different equipment and it is used in the types terain and otherwise the stat doesn’t afext the unit and the combat.
    The last one is massive but they could add the cold war to the game.

  • @aggelosdal6895
    @aggelosdal6895 Před rokem +2

    I would like to see a casualties button where you could check the casualties per country in men, tanks, planes ships etc. I think it would add to the game a lot

  • @leonardosaffier1705
    @leonardosaffier1705 Před rokem +1

    There's a feature, that I suppose you could consider defence rework, to have a a retreat line order, essentially a reverse offensive line order, that when active your army is going to slowly give away land when attacked and retreat to a certain line.
    You could use this to trap an enemy army in a low supply zone to then counterattack them, like a retreat line from libya to el alemein to trap italians in el agheila and then make a counter offensive all the way to tobruk, or make a stalingrad
    Currently the only way to this is with loads of micro, fallback line to fallback line to make sure your armies do as you wish and don't get overrun on encircled on the way, or to have some divisions on the frontline fall back while some are still pinned in combat leaving gaps on the frontline
    Or you simply use scorched earth and hope that the enemy attacks you AND that they are strong enough to gain land. It's hell
    It would be an order to orderly fallback, keeping organization, keeping the frontline all covered, while tiring and tricking the enemy into a trap to be vulnerable to a counteroffesinve
    Edit: now that I watched the whole section I see feedback essentially got the same idea, plus the "planning bonus" of the defensive order, maybe your general could assign both an offensive order (the arrow forward, to the right), AND a defensive order (an arrow to the left), and you could go from one to the other manually
    When drawing fallback lines, the game should also highlight rivers, mountains AND forts

  • @jonathanfabela739
    @jonathanfabela739 Před rokem

    What's funny is the first live test for a jet was back in 1938 (fighter class) so the wonder weapons fix could change the game really fast. The reason for this is cause of the Treaty of Versailles so that could be a buff in the game if they choose to.

  • @Xeemix
    @Xeemix Před rokem +1

    For mech/armored car designer, we already have the chassis for that for light tanks, so its literally just adding the roles for them like anti-air/artillery. I agree with inf customizer, it feels like everyone will just slap everything on it and not care, it needs something more to it.
    Also I've said it once I'll say it a thousand times, I would pay for brown water navies and river warfare, there are so many rivers across the continents and so many countries that could benefit from brown water navies it could really add another dynamic to the game!

  • @legocon2004
    @legocon2004 Před rokem +2

    I feel like the end game / demobilization rework would really incentivize players going late game, as long as they do it right and make it exciting. As it is Im usually ending my games by around 1941 or 42 because Ill have ww2 ended and any time after every nation that's still around just spams so many units it begins to lag even on my computer which has no trouble running anything else. If there was any cold war mechanic or just a way to prevent that lag, I would play much longer in my hoi4 campaigns.

  • @dr.pop2562
    @dr.pop2562 Před rokem +1

    I was thinking about the special forces and I was thinking maybe they could add new types of SF for France the foreign legion you get more pop of legionnaires by other nations generating world tension and get a bonus against them, and Germany could get the storm troopers they get a bonus breakthrough and or bunker busting treat, and for the UK they get free manpower, for only pilots from annexed nations like Poland and they also get a bonus against the nation that capped them, and for the US they can have Japanese American soldiers and they passively get a intelligence bonus against Japan, for Russia they could get a red-guard bonus ( either they get it from metals or automatically from combat)

  • @giahungnguyen6334
    @giahungnguyen6334 Před rokem

    Special force can apply limit to training slot, like you can spam train hundred divisions but can only train 2, 3 SF division at one time

  • @jcmorrisital
    @jcmorrisital Před rokem +1

    Instead of making a mech designer they could work it into the tank designer. Have crew compartment as a turret type for light tanks, limiting to small armament and giving a breakthrough and armour nerf. you could have cheap or more expensive IFV style vehicles. This would also make the wheels and half track modules have more of a use than they currently do in game.

  • @alexphenex8
    @alexphenex8 Před rokem

    If you want more types of special forces, or infantry in general, Road to 56 (or R256) has Jäger, desert and jungle infantry, shock troops, militia and garrison (and also make motorised zoom 15km/h).
    As for infantry equipment designer, my idea would be to split rifles, SMGs and StGs and make them different stats. For example, rifles would have small amount of soft attack, but a lot hard attack and defense, SMGs would have a lot of soft attack and a bit of hard attack and StGs would have less soft attack than SMGs, less hard attack than rifles but a lot of breakthrough

  • @TheGLR89
    @TheGLR89 Před rokem

    what i would love to see is some kind of "Army-Corps" implementation. fe form an Army Corps with 2-5 divisions to wich you asign an HQ unit (HQ "division" that is designed in the division designer) you can add units to it with coresponding bonuses (f.e. engineers, Artillery, comunications, heavy tanks etc.) these units need equipment (like batalions) These units/batalions have low basic stats, but give an % bonus or improvement for the divisions asigned to the underlaying divisions. Something like railway guns do to armies currently.

  • @kumayasei
    @kumayasei Před rokem

    Towed artillery potential for customisation: type of towing equipment (horses, motorized, mechanized), type of barrel (merge all types of artillery like they did with tanks).
    Another option would be to merge Infantry Equipment, Artillery and Support Equipment as a one unified Platoon or Company Designer (still giving the option of fielding a full unit of Art or only Infantry, but with the potential of giving more priority to different parts of it)

  • @WhoCares3435
    @WhoCares3435 Před rokem +1

    The infantry equipment designer could balance the buffs against "weight" and cost of logistics. Weight would effect speed & breakthrough. Cost of Logistics would effect the strain on your supply depots/regional supply.
    So you could have ultra amazing infantry, but they'd be crippled if they didn't have STRONG supply lines and they'd be really slow and more easily encircled.
    On the Special Forces changes, they could have an option to roll your Special Forces divisions into your Intelligence Agencies to sabotage your enemies; whether it's infrastructure, factory output, defence stats (forts/AA/Entrenchment), reinforcement rate, garrisons, or whatever depending on eh mission parameters you set in the Intelligence screen or it's own special Forces screen. This way you can use them for special pushes or to weaken points of the enemy for a general push.

  • @superhighflyer98
    @superhighflyer98 Před rokem

    Regarding Defense they could try to implement stuff from the Land Doctrines as mechanics. So Delay units would shortly fight for a tile, then retreat to the next one and so on until they reach your main defence line to slow the attacker down and make him vulnerable for counter-attacks. Elastic Defense could be a fallback line that automaticlly redraws once you lose a tile so your divisions don't waste their strength in useless attacks to retake that tile. Mobile Defense would be reserves that reinforce battles that you are about to lose. And Defense in Depth could assign units evenly to multiple rows of fallback lines and if the first line falls the units are automaticlly reassigned to the next one.
    And maybe as an extra you need to unlock special orders in your doctrine tree (e.g. by completing the 'Schwerpunkt' doctrine in Mobile Warfare you unlock the Spearhead order), so progressing through the tree gives you more than just increasing your stats.

  • @Jdubya4040
    @Jdubya4040 Před rokem

    I like the idea of the mechanized designer because the tank customization already decently already implements this they just need the option to classify the halftrack built vehicles as mechanized/armored cars

  • @colson3050
    @colson3050 Před rokem +4

    mech/car/truck designers should be added to options of the tank designer and have the whole system be touched up abit. imagine if late game using the light fully tracker hull as apcs etc

  • @piecemakernoalias1018

    For defense I think something along the lines of a QRF (Quick reaction/response force) order would be nice...a division would idle out of combat in or behind the tile and then join in if it started getting attacked by powerful units (i.e. tanks) or just losing in general...it would allow you to stall for longer or retain org in important divisions without pulling away from the line. This was an idea proposed IRL at the time by the US Tank Destroyer Force, but (almost) never got implemented because they rarely ran into defensive situations where it was applicable because of the changing tide of the war.

  • @empydoodle_gaming
    @empydoodle_gaming Před rokem

    Special forces rework could work with a designer that you could add attack, defence, org etc bonuses in specific environments and climates, and the higher these bonuses the longer they take to train. So a green battalion of SF that you'd made 30% better attack and def in desert would be no different to standard infantry but level 1 would be have 7.5% bonus of the selected bonuses but take 1.3x longer to reach that level, level 2 gives 15% and so on.
    Trading bonuses for training time would be the way to do it and would naturally impose a cap (as opposed to the enforced one), and encourage the use of things like field hospitals to preserve as much of the XP as possible because it has more value than standard infantry XP.

  • @RyanDudeTrolls
    @RyanDudeTrolls Před rokem

    If fall back lines had the ability for units to have prestaged fortifications, instead of like building map based trenches, the fall back line saves that entrenchment so when you have a unit enter that plot it gains that entrenchment bonus. It would also to be nice to have a mobilization system that allowed you to maintain a economy not factories. Maintaining the lives of your citizens, not like Vic 2/3 but a more streamlined system that had a benefit of a small but skilled labor force vs a slave based one. Stellaris has a great system for this for example.

  • @nicholaswilkowski632
    @nicholaswilkowski632 Před rokem

    Customization of all infantry equipment. Artillery could be bore size, length, breech mechanism, sights. That way anti air, anti tank, and basic artillery all in one "designer". Then guns: caliber, barrel, stock, etc. Then support equipment being exploded

  • @arya.n.8252
    @arya.n.8252 Před rokem +1

    I think The infantry equipment designer mod you show had an update to include artilery designer

  • @trentonbarton105
    @trentonbarton105 Před rokem +1

    The idea of a Motorized/Armored/Mechanized designer sounds really cool. I'm really worried though that if they add an infantry equipment designer the equipment is gonna end up being a nightmare like Black Ice or Millennium Dawn where you need like 10 mils to make a single infantry division.

  • @stefanburkhard9931
    @stefanburkhard9931 Před rokem

    What I am missing is the option to airlift divions onto or away from airfields. Divisions could be brought into postions behind the front line or this could also be used to evacuate units which have been caught off. This could also make paratroopers more useful, they could be sent in to capture airfields and reinforcments could be brought in later. There is some historical precedent for this, for example the Germans did something like this during the battle of Crete. There should be some weight metric on divisions, as it would not really make sense to fly in a super heavy tank division, but I think for infantry or even light tank divisions it could make sense.
    Also while we are at it: why is there only 1 type of transport plan for the whole game?😅

  • @ch1ppy755
    @ch1ppy755 Před rokem

    With special forces I wish you could kinda had it like the tank designer where you can choose your class of special forces. Like paratroopers, amphibious assault, mountaineers, etc. I would like to see the possible attachment of special forces as a support company in certain division templates. For example, have a ground to air radioman so that CAS efficiency increases, or snipers to slightly increase soft attack and defense, or flamethrower troopers for higher soft attack and defense. It’d be funny if they added a special forces class of juggernauts for lols.

  • @Sigma-xb6kn
    @Sigma-xb6kn Před rokem +1

    I think part of a Special Forces change should be the rework of a doctrine tree to focus on them. I think Grand Battle Plan would certainly fit, especially its Infiltration path as it lacks an identity.

  • @PG-kt1hz
    @PG-kt1hz Před rokem +1

    What i would Love to See, is an way to create your own puppet nations, for example it would work like that: As Germany, you would select all States in Siberia, click a Button "Create Puppet" And Then choose a Name for it

  • @joneszer1
    @joneszer1 Před rokem

    31:06 Special Forces could use its own doctrine. Separate from the land, also they could be made it a support company. Thank back to Rangers a giving as a recon unit or Jägers acting as recon units for infantry divs.
    So a Special Forces support company I gives + recon
    Company II gives +recon +amphibious attack bonus
    Company III gives +recon amphib and mountain bonus
    Company IV gives +recon, amphibious, mountain, and Urban.
    The stat bonuses wouldn’t be huge but a normal infantry unit would benefit with adding this. Like you want elite marines hitting ports but you want standard infantry landing next to ports and they can have the special forces company to help them.

  • @crit-c4637
    @crit-c4637 Před rokem

    There's a lot more with artillery than just what you listed (also the barrel has much less to do with the attack type [AA, Anti-armor, anti-personel, etc] than other parts). There's the loading system, the type of ammo used (shrapnel, anti-armor, cluster, anti-personel, etc... on top of the size, charge, and design for range, accuracy, damage, area of effect and more), the catch, breech, barrel, muzzle, support anchors, movement systems, etc. All of this can effect the in game mechanics betond just soft attack, breakthrough, hard attack. Speed is a huge factor, cause some designs will take more time to pack up and move, while others are designed for rapid readying. Supply use, reliability, etc.

  • @tidusffx1147
    @tidusffx1147 Před rokem

    Artillery could be done several ways
    Mobility - static(sntrenchment), wheeled(speed),rail(stuck to rail lines but faster maybe?)
    Gun - light(soft attack), medium (split ussage) heavy (hard attack) multi role (gives some aa via shrapnel maybe or airburst round)
    Set up - entrenchment vs mobility
    Ammunition ×2 the supply of shells types on hand boost damage types and such
    Weight reliability options vs cost really
    Miscellaneous-all the random options

  • @Zack_Wester
    @Zack_Wester Před rokem

    6:48
    Oh I realised I missed that question.
    but from what I recall the difference between a armored car and a Mechanized is.
    Armor car does not carry infantry (for the most part beyond any stowaway), a Mechanized or just a Truck is designed to carry infantry long distance, Mechanized can be nuts enouth to carry them to the enemy and then if available provide some light fire support for said infantry, Truck just dont drive to close to the enemy.
    that something a infantry cargo slot is maybe something we could look into.
    like if we tried to make a Bradley APC in this it would have 1 infantry slot (carrying 6 passenger or infantry), while something like the Sd.Kfz. 251 (the German Mechanized could carry 10 passenger and those would use 2 infantry slots).
    wild example.
    the Bradley M2 (WW2 version), a tracked Mechanized infantry carrier
    1 infantry slot, 1 auto cannon (we dont have a turret option here just its weapon), smoke launcher, radio.
    a what some would call a literal truck (the same truck we use as infantry transport) whit a MG bolted onto the drivers roof and some armor plate wielded to its side and front.
    3 infantry slots, 1 MG or 1HMG. and thats it.
    super cheap way to transport a lot of soldiers whit some kind of armor.
    so I would make it so that armor car is a veacle whit no passenger slot (if you put a passenger slot on your veacle you can´t class it as a armored car).
    tracked/half track/wheeled (practically all the same here).
    Mechanized means its a infantry transport veacle.
    No you can´t design your own truck (beyond in the designer say mount a MG on it, because HOI4 also have ambulances and Jeeps/motorcycles classified as trucks).

  • @gmodrules123456789
    @gmodrules123456789 Před rokem

    For the artillery designer, you could have barrel length, caliber, and shell weight as possible customization options, within certain constraints of course.

  • @johenlo9564
    @johenlo9564 Před rokem +1

    I think a wonder weapon system would be quite cool for germany an early wonder weapon like the ratte or something

  • @TheMr0928
    @TheMr0928 Před rokem

    Have a weight threshold for infantry, over encumbering troops with mor equipment lowers infantry base org and/or recovery or org loss. Fatigued soldiers can’t fight as long. Then you could have potential for light/shock/etc infantry designs.

  • @jovanhardianto4658
    @jovanhardianto4658 Před rokem +1

    Maybe there is more chance for artillery designer, maybe it come with anti air and anti tank designer, maybe you can even put your own anti tank weapon on your tank

  • @jamescurry6798
    @jamescurry6798 Před rokem +1

    Ultra mod by Vorondil has an infantry designer that is awesome. It let's you equip and adjust the size of an infantry squad rather than just one individual soldier. It also breaks off the support weapons like mortars and heavy machine guns into a separate tech tree. So the SOV can spam cheap bolt action rifles in massive 12 man squads and other more manpower poor nations can equip expensive semi auto rifles and machine guns.

    • @jamescurry6798
      @jamescurry6798 Před rokem

      @feedbackIRL would you be interested in trying the mod?

  • @juliangrau392
    @juliangrau392 Před rokem

    i hope for fluid division designer as well, where the posibility to attach singe bataillon on a division or where you got a poolof bataillons and assemble divisions out that pool or attachatalions to armys so that single divisions can make use of them. also a n enhaced airforce with generals and stuff would be nice.

  • @freezer20cm64
    @freezer20cm64 Před rokem

    Armored car desiger is already in the game, it just lack couple lines of script wich defined "tanks with wheeled suspension and 1 man mg turret" as a armored car. Adding mech in the tank desiger is a metter of 2 hours with new gfx for modules included. And its a lot of mods out there that already done it.

  • @schnipelchwanz83
    @schnipelchwanz83 Před měsícem

    I like your idea of the special forces stats getting more and more average the more you expand them, since inevitably they and some point stop beeing the "best of the best"
    What I also think would be a really cool mechanic for balancing out special forces would be to give your Infantry a corresponding debuff. A bit along the lines of "those best of the best" are now no longer in your regular army, so they can't make up for the soldiers that are of below average that end up having to serve too".
    And then a cool focus might be to recruit people into your special forces which aren't fit for regular military service, your Bankrobbers, Daredevils etc., which would somewhat be historically accurate looking at the early Recruitment for the SAS

  • @nicolascarvacho4998
    @nicolascarvacho4998 Před rokem +1

    I think the rework of SF must be accompanied with the INF equipment rework.
    The minigame will be: SF requires specific and expensive INF equipment to be valid for the division template.
    (you have to put mountain tools, parachutes, waterproof measures in order to build an SF battalion)
    The cost of the equipment is that in the early years it will have really low reliability and could need a special resource, with the research you can improve the stats.
    Another cost for INF equipment in general must be training time. the more you put into equipping your INF battalion, more time will be needed to train them (possible make the minimum training requisite get higher to. that also will make advisors with the training time bonus more useful). For SF that will be more expensive in time to, so for example if you want to build a mountain battalion that will cost more iron and more months to deploy.
    Also, i think you can recreate de CORP LEVEL of command, with task force navy organization. You can put 24 divisions with one general, but that general can have 4 CORPS (task forces) of 6 divisions. But for new or not interested players, you can still have one general with 1 Corp (task force) of 24 divisions

  • @Mustang-wt1se
    @Mustang-wt1se Před rokem

    I feel like a great defense rework would be to make a front line that follows behind the front line then change whether they move from their positions or not. So if a tank breaks through they have to break through another line of infantry with max entrenchment

  • @RobsRedHotSpot
    @RobsRedHotSpot Před rokem +1

    11:37 One suggestion: allows us to convert our most experienced divisions into special forces at some kind of reduced cost. Or more broadly, tie special forces cap to army/navy/air experience rather than number of brigades). The idea here would be selecting crack troops for special duties.

  • @sharpshots5813
    @sharpshots5813 Před rokem

    What if for the infantry eq designer, you can design the equipment itself, than designate it to x weapon type. E.g if you have the wooden stock module with a 15 round magazine option using a semi automatic feeding option, you can designate it an infantry rifle. But if you choose to make it a 30 round magazine capacity, but choose pistol caliber catridges, it becomes an SMG. Of course, this would also need to rework infantry into either needing X amount of certain equipment, or just entirely new infantry battalions (Rifle battalions, lmg squad, Sniper squad, pioneer assault squad, etc)
    Edit:
    Looking back, this might be too micro intensive for the player, but it sure is fun to think about

  • @jamieoverland1012
    @jamieoverland1012 Před 6 měsíci

    I’d like a vehicle designer which went beyond armoured cars and half tracks. Would be good to take trucks and jeeps and be able to mod them up to create rapid moving hard hitting special forces units. Like stripping back jeeps for speed and decking them out with guns to create vehicles that could be used for raiding and rapid breakthrough with an SAS or Long Range Desert Group style unit. That would be great. Could also increase the number and type of vehicle that could be para dropped or given to partisan groups

  • @zacharypurdue4584
    @zacharypurdue4584 Před rokem +1

    If you wanted to do an infantry rework I believe reworking the loadout of the BN, working with heavily armed Bn with mortars, HMGs, infantry guns (kit their actual guns but rather things like SIG-33s), the type and quantity of their AT weapon, then allowing for occasional specialist units to be added like Flamethrowers, assault platoons (representing those Soviet unions with huge quantities of SMGs, who would grant bonuses vs Urban and Forest terrain). Make it so there are trade offs. Make it so someone on the defensive would prefer having HMGs, Mortars and loads of staying power. While someone on the offense would want more GMPG, assault units and flame throwers ideally. Setup certain “weight” and manpower penalties and boom things work better.

  • @deilusi
    @deilusi Před rokem +1

    6:10 mechanized and armored cars should be part of tanks designer.
    put it on wheels, give it chasis of a car, bang armored car & half truck car.
    give it bigger car chasi, wheels -> truck, half-truck -> most basic mechanized.
    halftruck & armor + machinegun = improved mechanized.
    throw light tank autocannon & solid plates, and you get yourself best mechanized unit.
    IMHO special unit to kill generals/admirals would be best addition.
    designer to make missiles make sense,
    you have maybe 4 sizes of engine, they decide thrust and range, then you add control or aiming to make it guided, gps guided, laser guided, etc.
    then you decide on payload, and they can be high explosive, incendiary (more damage to factories less to other), nuke, bunker buster, thermobaric (turning rockets into cas, basically)
    and you already have a lot to do to rockets alone.

  • @pumba3423aga
    @pumba3423aga Před rokem

    About artilery, they could add ability to have bigger caliber artilery, mortars.... (example: 120mm mortar, better soft at., worse suply worse production), also add big AT guns, that are good for entrenching and defence, not for attacking, artilery can be used against tanks also... Rework to research rushing and investing should be posible and freedom in research rushing, Theycould add prepare fallbackline, with prepared entrenchment bonus..(entranchment rework could be good.. trenches wont disapear..)

  • @anonym1984
    @anonym1984 Před rokem

    On the topic of special forces rework, one reasonable limiting factor could be that they NEED the training. Like you can deploy as many as you'd like, but a division simply don't get its special forces bonus unless trained to regular or above in the field after being deployed. Perhaps even give them a penalty for being trained less than regular and maybe let divisions with more than 50% special forces train to seasoned (or perhaps a new xp level between regular and seasoned) so they don't lose their special forces bonuses as easily once acquired, but still incentivise rotating them out of prolonged regular battles to prevent loss of XP and thus bonuses from high casualties.

  • @Zack_Wester
    @Zack_Wester Před rokem

    for towed the artillery/Anti air and anti tank.
    I could see them adding in something like how tanks and aircraft worked pre by blood alone and no step back or how mechanized is done now.
    (whit maybe a few check boxes)
    train I could also see a logistic throughput option.
    meaning I could design a train whit a really strong engine so that I can per train transport a lot of logistic or faster but if it gets hit it stops until its fixed it got paper armor still might not be cheaper then the starting train.
    or I can put some armor on it to let it survive a bit better at the frontline.
    also one thing whit mechanized designer a mobile radar version of it and a option for signal/recon to have the mechanized radars attached to it (per division) because your not going to equip every single division whit one but send like 5 of them to the whole front.... that is something thats missing in general a way to attach specific something to individual units that you then later can detach from said division.
    like I can attach one heavy tank div to a infantry division (whit out creating a copy of a existing infantry division that I will have 1-3 copies off) out of 30+ div or what have you.
    for the truck/mechanized/armored car.
    you could use the same way as we do whit tanks (is it a AA, is it a AT, is it a general, is it a amphibious and so on).
    that said I know the reason why armored car was not part of the tank designer was because of how recon worked and it was causing some serious problem (also why transport planes are still a nogo as a designer).
    one thing I would like to see is nations where it make sense having a bottom floor of how many special forces they can have.
    like lets use Japan they might start whit 10 special forces cap for marines.
    meaning if you can have 10 marines and nothing else and it would count as you having 0 marines compared to regular.
    if you have 100 regular you can have 10+5 special forces divisions if they are marines if they are parachutes only its 5 or in this case you can have 10 marines and 5 paratroopers.
    this been based on nations environments (Napal having mountaineers and so on).
    another thing is just a pure special force div (a option decides if its the woodland/jungle fighters or city fighters).
    one thing whit the cold/heat system is that 1 if the cap is at 100% at start and the unit are at 0 they suffer full penalty.
    if the cap is 120% then then unit starts at 20% and suffer 80% or so.
    now here the important bit at 100% or higher in combat the enemy as long as they are also not at 100% suffers environment complication this been wounded that are returned to the manpower and they eat more supplies and suffer quicker org loss.
    because as of now a Swedish/norwigian soldier is as a regular as accumulated to cold environments as a Zulu solders.
    even thought realistically the zolu soldier would be better in heat while the Norwegian would be better in cold.
    Another thing I would like to see whit air wings is AWACS and similar things because right now ether no bomber or all bombers have radars (ground ones).
    historically only some bombers per bomber squadron had radars.
    one thing I would like to see added to the diplomacy is a trade agreement that let nations trade recorses 1 to 1 (inset math here) this would generate some goodwill between two nations and maybe inserting some Ideology change over time. (yes two player can do that between each other and they do it already) but this is more for AI and between player and AI.
    this could simulate stuff like one nation importing tractors for fertilizer or toasters.
    for money I could see that be a way to buy tanks as a minor nation that can´t afford to research/build them yourself (not part of a land lease).
    how would money work my guess as a product of Civil factory output. you can spend it to boost something in your own nation or spend it on focus (faster speed or just plain you need X money to research it at all).

  • @marcocorrente2115
    @marcocorrente2115 Před rokem

    I think frontlines could be linked to fallback lines but assigned as reserve, not counting towards a General's cap.
    As battle went on, and units lost org, they would fall back to the fallback line (getting assigned to it) and unit(s) (aprox combat width) would reinforce the frontline.
    My thoughts here stem from a MP game of GER vs RUS where I (RUS) experienced an incredibly difficult to manage frontline, when slowly loosing ground to enemy focused (armored) spearheads.
    Most of the border was manned by a 'homogeneous' field marshall frontline, so unit fallback sometimes started on the balkans and ended in the baltics.
    Important states (urban, depots, railways, river-crossings) had to be individually reinforced with separate armies.
    And after many 'oh-shits' during the 5 year war, the front lines were completely messed, to the point where I could no longer understand what and who went where.
    The 5+ unit icons on each title also didn't make it easy.

  • @sephiramoon
    @sephiramoon Před rokem

    Some update to the airforce/ace system sounds reasonable, to bring it more in line with how generals and admirals work for the other branches - i.e. allow them to promote to advisors the same way the others do. Not the flashiest or most exciting update, but definitely one that fills a current gap in the game.

  • @NoFace.Albion
    @NoFace.Albion Před rokem +1

    Don't need hard water production in Norway... we get hard water in Suffolk mate and you're welcome to it

  • @martinlarsen7354
    @martinlarsen7354 Před rokem

    Adding Radio to vehicles - both Tanks, Mech/Motor, Armored Cars - should add to the Planning Bonus to reflect how much they improve coordination.

  • @kakwa
    @kakwa Před rokem

    A defensive rework would be really nice. Something where you could do fighting retreats. Also a general decision (like forced attack) "retreat at all cost" where your unit(s) could trade equipment for mobility (for example giving-up part of its guns and most of its arty) to escape encirclement could be a nice addition.

  • @gustavomartinsleal9163

    I would like a diplomacy rework focusing in how the war support impact the nation, adding a mechanic where the war support decrease, the nation would gain debuffs to the recrutable population, lose equipment, lose organization on the divisions, lose production efficience, etc util it reach zero and them the nation colapses in a civil war, and the occupation laws of the attacker could influence in how much war support the defender would lose. And maybe could be added surrender conditions to end the war early.

  • @oliwierbroda2575
    @oliwierbroda2575 Před rokem +1

    I would really love car designer aswell as infiantry/artillery designer