RandomParadox
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List of missing features (HoI4)
I really really like this project and the idea of randomly generated worlds. I tried out this tool in HoI4 and then decided to document a list of everything I believe this mod is missing. I hope this helps in any way.
- [x] This tool should be updated to work on the latest version of the game (currently only works in 1.11 afaik)
- [x] The map should have cities and victory points
- [ ] The focus tree should always offer more than the vanilla generic focus tree (otherwise you might as well just use that)
- [x] There's a problem with railway generation where sometimes railways go through water (usually a lake). This should be fixed
- [x] The world has a good amount of resources, but they are too spread out. Pretty much all countries start off having enough of each resource, which feels wrong and makes trading pointless. To give a vague idea, instead of having ~10 steel in ~200 different states (made up numbers), there should be more like ~10 steel in ~20 different states and then big stacks of 50-200 steel in ~10 states
- [x] Resources should mostly spawn in few specific regions. Just like how in the base game oil is mostly in the USA and USSR, chromium is mostly in the USSR, Turkey and central america, etc
- [x] Countries should come in various sizes. Some countries should be very large and some should be very small
- [x] There should be richer countries and poorer countries. Richer countries should be grouped together on the map, like in real life (ex. western europe, east asia, north america). Richer countries should have higher level buildings, more factories, etc.
- [ ] The strongest naval countries should own poorer states and/or puppets in different parts of the world. They should also own most if not all small remote islands
- [x] It seems like every country starts with exactly 200 convoys. That number should depend on how rich a country is, how important it is for them to have convoys, etc
- [x] The infrastructure level shouldn't just be 2 or 3 everywhere: it should depend on how rich the country is, the terrain type, local population, etc
- [x] Countries should start with more technologies the stronger they are. Countries with lots of water around them should start with more naval tech and vice versa
- [x] Countries currently have no political advisors, theorists, chiefs of army/navy/air or military high commands. They should be given some random ones
- [x] There should be a correlation between a country's ruling ideology and its most popular ideologies (it should generally be by far the most popular one)
- [x] A country's divisions all start on one seemingly random province. They should already be spread out across the country
- [x] Countries should start with some ships and planes
- [x] The population in some parts of the world should be much lower. Very hot and very cold states, remote islands, etc
- [x] From what I've seen, every country starts with the same doctrines: Mobile Warfare, Trade Interdiction and Formation Flying. Countries shouldn't start with any doctrine in 1936, or at least, it shouldn't always be those three
- [ ] Strategic regions and seas use the same name generator as regular states. This can feel weird sometimes, like when a sea's name ends with "stan". Some strategic regions should be named after one of the countries inside of it; some sea regions should be named after one of the countries neighboring it; sea region names should end with a word like "Sea", "Ocean", etc
To the dev(s): feel free to add/remove/check/uncheck things on the list. I would have sent this list to you in private, but there doesn't seem to be a way to contact you :(
Hey, thanks for the suggestions Most of them are already on my to-do list, however I had to focus on getting the basic Map-Tool functionality done first, and couldn't focus on the game-specific scenario generation yet
I'll happily leave this open for me as a future reference