Kaiserreich / Kaiserreich-4-Bug-Reports

Issue tracker for Kaiserreich for Hearts of Iron 4
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TAN - Ways to improve the focus tree #4861

Closed ReiVL closed 5 years ago

ReiVL commented 5 years ago

Quick questions HoI4 version: 1.7.1

Describe the change you would like:

After testing the Kumul Khanate thoroughly with each route I wanted to give some feedback on the focus tree and ways to improve it.

Explain the reasoning behind this change:

Currently (or at least, before yesterday - WZ works fast!) the Kumul focus tree has a content shortage and a handful of minor issues. The changes I'm proposing will hopefully give them some war content, foci in general until after 1939, and some minor tweaks to focuses that gave me things I had in abundance by the time I got to them even when speeding down the tree.

For the record, this will only affect the post-independence trees with the exception of the Khanate route. The Khanate remaining is the most developed individual tree with roughly the size of the starter and independence trees. It gives a player a good amount of content and has some nice touches like how the transformation into a constitutional monarchy is a gradual process. The starter tree also does what it's supposed to and you get smacked by the Hans five minutes in anyway, so no changes are warranted.

CHANGES TO THE POST-INDEPENDENCE TREE

Only some numbers should be tweaked here, it's mostly fine!

Tree1 1: I'd give them one civilian factory here to represent them actually setting up a textile industry.

2A/B: When I tested this, I was swimming in WS thanks to the war for independence and had more than enough PP to get everything I needed plus ministers. This ought to be mitigated a bit by the inclusion of the military tree, but I'd still try to figure out some other bonuses. Stability was always in higher demand for one, and maybe some construction speed bonuses or something? Dunno, it's a bit tricky to think of good buffs that don't alter their play style.

3: Stability is nice. I'd just throw in something extra for the final focus of them all to make it stand out more. Nothing critical, obviously!

MA TREE

The other trees are fine for what they are. I'd just change a handful of things to it.

Tree2

1: Kumul is arguably the weakest single country in China, so I'd let them be opportunistic by flipping the focus branch from a vertical to a horizontal branch. This way a player can pick and choose to attack whoever seems weakest, or just happens to have the most suitable borders after the Ma/Everyone war.

2: IIRC this just gave some better laws. But when you've fought Ma, Mongolia and Tibet you likely don't need boosted conscription laws because you'll have ample time to get there (because you have no factories ever), or don't need it thanks to your conquests. I'd change this to something reflecting your victories and the destruction of your enemies like a recruitment boost in non-core areas.

MILITARY TREE

This was written before the tree was added, I honestly didn't expect it to be acted on so soon just from it being mentioned in the chat! I haven't tested it, but I glanced over it, and it seemed OK! So feel free to ignore this section or adjust the added tree based on these specifics. This tree's just a mock-up made to play to and enhance the strengths of Kumul without giving them factories or anything else that'd modify their play style drastically. The fun part of Kumul, to me, was how you had to play it very differently than your usual countries, and this tree is made with that in mind. Mostly including this since I already made it, so why not.

Tree3B

0: An introduction of sorts. "The Kumul Army" or something. It's meant to give you some early XP to modify your initial divisions and/or a generic doctrine research.

1A-C: This branch is meant to give you equipment. Reverse engineering enemy guns for a research bonus alongside either increasing the rate at which you loot guns or an import option for a lump sum of 1K basic infantry weapons smuggled from Russia or something. It'd culminate into your second and last doctrine bonus. Call it "mercenary advisers" or "learning from our foes" or something.

2A-C: Would start by giving you a general reduction to mountain, heat and cold attrition, and then give you two options for increasing attack, defense and speed in these extreme terrains with a mountain/hill one and a desert one.

3A-C: These would be general bonuses to things like partisan efficiency, guerrilla tactics, and give you some experience and recruitable pop along the way. I wanted something to give you more of a guerrilla feel and further play to the strengths of your asymmetrical warfare.

Again though, most of this has already been implemented overnight for me, which is great! I haven't tested the tree but the inclusion of the terrain and attrition stuff was what I'd lean in the most on anyway, so the fact that they're represented is pretty great!

WordZero77 commented 5 years ago

Alright, Ive done this now, as always cheers for the feedback