My vision involves creating a system where players can design their own naval vessels, establish and dismantle industrial hubs, and upgrade older ships when resources are low. With these customized ships, you’re then able to deploy them globally, engage in conflicts against Japanese forces, and experience a dramatic defeat in their very first battle.
Based on personal experience with similar naval-ship management mods, this concept shows significant potential for deep strategic gameplay. The idea of customizing vessel designs and managing dockyards can provide a realistic challenge, particularly when resources are limited. Implementing a system where upgrading older ships becomes essential enforces a tough decision-making process and offers a fresh twist on historical naval engagements. This approach can lead to a balanced gameplay experience, emphasizing the importance of innovation and resource management in naval warfare.
Hey all, I have to say, I’m really intrigued by the prospect of a naval ship design system in HOI4 too. I love the idea of balancing creativity and logistics—designing ships that feel both personalized and are a serious strategic asset. It got me thinking about how such mechanics could impact overall gameplay dynamics, especially in regiments focused more on industrial strategy. How would players handle unexpected resource shortages or rapid tech changes in such a system? I wonder if integrating economic planning with these naval strategies could open more pathways for engaging battle outcomes. Would love to hear your thoughts on other ways this unique system might reshape naval engagements in the game. What do you all think about potential event-driven twists that challenge shipbuilders mid-campaign?
hey, this naval ship concept is pretty sick. mixing ship design with mad resource crunches makes for a wild experience. i dig the idea of real-time tactical shifts when docks run low, it adds that real battle edge. lookin forward 2 see those random events shake up naval strat.