Well we’re coming near to the end of the developer diary cycle. However, there are still a few topics left, so let’s clear up some of the military questions today.
Reserves; we’ve changed the reserve system from Victoria. Instead of constantly clicking to increase your reserve pool you have a reserve pool based on your population size. It is important to remember that if you do mobilise these reserves, the troops will require guns to fight properly, so having a big population does not mean you can field the mother of all armies. You also need an industrial base to support them. The amount of reserve troops is also based around your national value; Liberty allows the fewest reserve troops (being believers in liberty they have ideological problems about forcing people to serve) while Equality allows the largest army. The economic costs of mobilisation are reversed, the lower your mobilisation cap the less economic effects there are to mobilise troops. Technology increases the amount of troops you mobilise and reduces the economic costs.
Mobilisation is also now instant. You call up your troops and the regiments appear in the province they are drawn from. However, these regiments have 0 organisation and will take a little while to become effective fighting troops. This also means that if you have a population centre close to the border, it will need to be protected to allow the regiments you can draw from there to mobilise. Again technology increases the rate at which units regain organisation, so in the late game you can mobilise faster.
Onto leaders; the system in Victoria 2 bares a striking resemblance to the Victoria system. You earn leadership from officer POPs that you can spend to buy either an admiral or a general. Each leader has two traits, which give a mixture of bonuses and penalties, but even the worst leader is still better than no leader. We have made one change; historical leaders are gone. I know there will be those of you who will bemoan the loss of the historical leaders. However, we felt they had to go. The historical leaders created a situation where you played to the leader file and not the game situation.
Finally, let's talk blockades. We did say they would do something, and they will. Blockades steadily strangle your trade. The cumulative effects of blockade makes it more expansive to trade on the world market. We model this by increasing the costs of importing goods and reducing the amount you earn from exports. The money disappears into the hands of shadowy middlemen who may or may not be connected with the shadowy cartel of international financiers with hidden goals.
Well that’s it for this week. Not many left to go.
Reserves; we’ve changed the reserve system from Victoria. Instead of constantly clicking to increase your reserve pool you have a reserve pool based on your population size. It is important to remember that if you do mobilise these reserves, the troops will require guns to fight properly, so having a big population does not mean you can field the mother of all armies. You also need an industrial base to support them. The amount of reserve troops is also based around your national value; Liberty allows the fewest reserve troops (being believers in liberty they have ideological problems about forcing people to serve) while Equality allows the largest army. The economic costs of mobilisation are reversed, the lower your mobilisation cap the less economic effects there are to mobilise troops. Technology increases the amount of troops you mobilise and reduces the economic costs.
Mobilisation is also now instant. You call up your troops and the regiments appear in the province they are drawn from. However, these regiments have 0 organisation and will take a little while to become effective fighting troops. This also means that if you have a population centre close to the border, it will need to be protected to allow the regiments you can draw from there to mobilise. Again technology increases the rate at which units regain organisation, so in the late game you can mobilise faster.
Onto leaders; the system in Victoria 2 bares a striking resemblance to the Victoria system. You earn leadership from officer POPs that you can spend to buy either an admiral or a general. Each leader has two traits, which give a mixture of bonuses and penalties, but even the worst leader is still better than no leader. We have made one change; historical leaders are gone. I know there will be those of you who will bemoan the loss of the historical leaders. However, we felt they had to go. The historical leaders created a situation where you played to the leader file and not the game situation.
Finally, let's talk blockades. We did say they would do something, and they will. Blockades steadily strangle your trade. The cumulative effects of blockade makes it more expansive to trade on the world market. We model this by increasing the costs of importing goods and reducing the amount you earn from exports. The money disappears into the hands of shadowy middlemen who may or may not be connected with the shadowy cartel of international financiers with hidden goals.
Well that’s it for this week. Not many left to go.
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