Trash
Pointing and laughing.
With project codenames like Nero and Armstrong I really was hoping for both a space grand strategy and a sequel to Rome. This is just, well, a letdown.
I think they simply reduced number of active important leaders. Basically Russia had Molotov, and Stalin. After reduction Molotov was found redundant, and it had Stalin only.It's harder to think of how they can have fewer political leaders than HoI3. We're talking about a game where Germany will still have Hitler in power as a Comintern/Allied puppet, simply because there is no other political leader for the other parties. The only way to have less than 1 is to have 0. Is Hitler not going to be appearing in a WW2 game?
I only tend to use the AI to handle "rattenkriegs". It's just not worth the annoyance to manually smash rebels in vast Chinese/Russian conquests. Though in my recent Allied Japan (still working on the Allies part, but at least they're not doing jack to the empire as long as Europe is better known as Grossdeutschland), I let the AI also handle my co-belligerent attack on the Soviets when Barbarossa was clear to win (I'd previously used the distraction to make all of Toyohara part of the empire), and it actually did really well (I was getting fed up with the shitty supply juggling needed in the area).Depends whether you like micro or not. If not, HoI2 is probably best bet. If yes, then HoI:TFH. You can use the AI so it runs the whole game for you, in HoI3, but that's no fun.
Don't you mean Darkest Hour for HoI2? Arsenal of Democracy is fun and all, but DH is the one all the mods use due to the engine updates it has (on their own AoD would indeed be superior, but mods tip the scales).Dear esteemed Codexers (Codexeers?),
seeing this is an "early 2015" release...
HoI 2: Arsenal of Democracy
or
HoI 3: Their Finest Hour?
Any recommendation would be very appreciated.
Don't you mean Darkest Hour for HoI2? Arsenal of Democracy is fun and all, but DH is the one all the mods use due to the engine updates it has (on their own AoD would indeed be superior, but mods tip the scales).
HoI3 has considerably better mechanics for almost all aspects than HoI2 (even some really basic ones, like decoupling research and IC). It's also a LOT more autism intensive in terms of the level of detail it goes into (even if you can turn off infrastructure-based supply lines).
That's probably the best way to judge it. The mechanics are almost universally better, but the whole is probably somewhat less than the sum of its parts in this scenario. HoI3 doesn't really have the playability or the charm of HoI2, which makes it a tougher sell. I think going back and stripping it down a bit is probably a wise move on Pdox's part.HoI3 has considerably better mechanics for almost all aspects than HoI2 (even some really basic ones, like decoupling research and IC). It's also a LOT more autism intensive in terms of the level of detail it goes into (even if you can turn off infrastructure-based supply lines).
I guess that no one can argue that HoI3 isnt the better war game but is it a better game than HoI2? The lack of insane micro, less detailed techs, faster gameplay made HoI2 very enjoyable for me but I couldnt get into HoI3.
Guess Im just not hardcore enough.
Besides just the obvious improvement of replacing Teach Teams with Leadership.
I agree that it's a superior system. I think nearly every system in HoI3 is superior to 2 (although I really liked tech teams, but that leads to the next point). In my opinion it isn't the systems that holds HoI3 back for the majority of players - it's that the mesh in a very unintuitive way. To learn how to play HoI3 I watched probably 15 hours of LP videos to learn the mechanics and how they fit together. On top of that it took a few dry runs until I felt confident in doing my first full game. I didn't mind the time investment, but it doesn't make for a great "pick up and play" experience, and this is from a guy that buys Pdox games on launch.The theoretical values of each field, that raise when you research stuff in that field, somewhat do the same thing without restricting you to the designers idea of what strengths a country had - aside from the starting values. Focus on a field, and soon you'll nation will have significant time bonuses in that field. Same with practicals and industrial production.
As for the tech tree, it allows a greater level of customization. Of course, if you just plow through all 4 tank techs every two years, it'll seem silly, but consider that, for example, you can ignore in light tanks all the techs but engine, after unlocking medium tank brigade. This means that you can take a calculated risk of creating super-fast exploitation divisions, that will not have much staying power, but once your heavy hitters have created a breakthrough, you can use them to overrun enemy divisions easily. If playing China/Japan, you can do the same with cavalry. This also saves LS for other things. This goes with almost all the techs - even the doctrinal ones. You might not want Close Air Support at all, if your enemy is almost only wielding soft units, you might want to skip some of the doctrines that are not relevant to your armed forces or their primary missions, and so on.
Thus, we go back to the same micro vs macro argument - HoI3 does truly have more customization thanks to all these things, but it does require quite a bit more time and patience to get to understand the system and to use it "properly".
Lower Neutrality was just stupid. It didn't make sense logically and was gamebreaking in the hands of the USA, both historically speaking and balance-wise. For everyone else Raise Threat makes much more sense and works in pretty much the same way, while also giving the enemy nation a chance to defend against the attempt.Also neutrality isn't that different from how Interventionism/Isolationism slider used to work (as in HoI2 you still first needed maximum interventionism and spy actions as a democracy to start a war), but I think it was a dumb change to remove the Lower Neutrality action from Spies.
I do agree, raise threat just doesn't seem to work as well as one would expect. Then again, it works well enough for the countries that are actually hankering for a fight, like Italy.Lower Neutrality was just stupid. It didn't make sense logically and was gamebreaking in the hands of the USA, both historically speaking and balance-wise. For everyone else Raise Threat makes much more sense and works in pretty much the same way, while also giving the enemy nation a chance to defend against the attempt.Also neutrality isn't that different from how Interventionism/Isolationism slider used to work (as in HoI2 you still first needed maximum interventionism and spy actions as a democracy to start a war), but I think it was a dumb change to remove the Lower Neutrality action from Spies.
Yeah, I completely agree.In my opinion it isn't the systems that holds HoI3 back for the majority of players - it's that the mesh in a very unintuitive way. To learn how to play HoI3 I watched probably 15 hours of LP videos to learn the mechanics and how they fit together. On top of that it took a few dry runs until I felt confident in doing my first full game. I didn't mind the time investment, but it doesn't make for a great "pick up and play" experience, and this is from a guy that buys Pdox games on launch.
Never played Hearth of Iron, but if it's somewhat realistic, what's preventing a savy player from raping Germany with an early strike, in 1936-38?
IIRC, this is how the whole WW2 would have been prevented, if France and England, or even France alone, had just marched into Germany before it really got the edge in military strength.
Wouldn't that be too easy?
I assume politics are here to hinder you from really taking the armament race seriously before 1939 ?