So I made a suggestion in the "What you want to see in HOI 4" thread about the topic post.
The Question:
Should reinforcement rate be linked to production rate (with practical considered)?
The example: For simplicity lets say you build a an infantry division 3inf brigades. Lets say you spend 10IC for 100 days (1000IC units) to build the 3 brigades. Now lets assume that the division gets chopped down to 80% str in a nasty battle. Should it take 200IC units ( 10IC x 20 days) to bring the unit back up to strength assuming your practical remained the same.
As it is now the game says no. The amount of IC units necessary to bring this division up to strength is a fraction of the cost of the original build. The problem gets worse the more valuable the unit. Tanks are ridiculously easy to bring back to strength when compared to building them from scratch. This of course leads to the "reserve" exploit which I will handle below*.
So what if the two were linked at a 1:1 rate? So if it took 15IC for 150 days to build a tank brigade it should take 15IC for 120 days to bring back a brigade from 20% strength. If your practical improved from the time of construction than obviously it would be faster to repair divisions and the rate would be faster. Thats a given.
Cons- a.) Im not a programmer but it seems that it would take a lot more processor speed to handle. Instead of a blanket rate all different brigades would have to be factored and a lot more computing would have to be done. b.).........I'm open to suggestions.
Pros- It would bring the game to a more realistic level. Take Barbarossa for example. When the Germans send 150 divisions plummeting into the Russian abyss they are going to watch there divisional strength dropping at a much more realistic level. If your fighting in pitched battles up and down the line then your IC bill will simply become unmanageable. You will either have to let some units pause on the line and keep rather strict attention to the prioritize button. By the end of August 1941 no German divisions were near there 100% level of men and material. Some divisions had already been fought out and were at half strength. This is especially true near Smolensk where the fighting checked German advancement for a month.
As it stands now its too easy to keep all your units at 100% (as manpower lasts). To me the suggestion would simply bring a bit more balance to the game and another level to strategic planning. Is it too much for this game? thoughts?
*Reserves- To fix reserves (although this should probably be another thread). Have reserve divisions built 100% on the front end. After they are completed they remain at (X) strength at peace time. During peace they consume less supply and CG. Once activated they go to 100% str and suffer org and morale penalties. This is a minor suggestion as the thread is more about reinforcement than reserves. The reserve issue would have to be solved however. Thoughts?
The Question:
Should reinforcement rate be linked to production rate (with practical considered)?
The example: For simplicity lets say you build a an infantry division 3inf brigades. Lets say you spend 10IC for 100 days (1000IC units) to build the 3 brigades. Now lets assume that the division gets chopped down to 80% str in a nasty battle. Should it take 200IC units ( 10IC x 20 days) to bring the unit back up to strength assuming your practical remained the same.
As it is now the game says no. The amount of IC units necessary to bring this division up to strength is a fraction of the cost of the original build. The problem gets worse the more valuable the unit. Tanks are ridiculously easy to bring back to strength when compared to building them from scratch. This of course leads to the "reserve" exploit which I will handle below*.
So what if the two were linked at a 1:1 rate? So if it took 15IC for 150 days to build a tank brigade it should take 15IC for 120 days to bring back a brigade from 20% strength. If your practical improved from the time of construction than obviously it would be faster to repair divisions and the rate would be faster. Thats a given.
Cons- a.) Im not a programmer but it seems that it would take a lot more processor speed to handle. Instead of a blanket rate all different brigades would have to be factored and a lot more computing would have to be done. b.).........I'm open to suggestions.
Pros- It would bring the game to a more realistic level. Take Barbarossa for example. When the Germans send 150 divisions plummeting into the Russian abyss they are going to watch there divisional strength dropping at a much more realistic level. If your fighting in pitched battles up and down the line then your IC bill will simply become unmanageable. You will either have to let some units pause on the line and keep rather strict attention to the prioritize button. By the end of August 1941 no German divisions were near there 100% level of men and material. Some divisions had already been fought out and were at half strength. This is especially true near Smolensk where the fighting checked German advancement for a month.
As it stands now its too easy to keep all your units at 100% (as manpower lasts). To me the suggestion would simply bring a bit more balance to the game and another level to strategic planning. Is it too much for this game? thoughts?
*Reserves- To fix reserves (although this should probably be another thread). Have reserve divisions built 100% on the front end. After they are completed they remain at (X) strength at peace time. During peace they consume less supply and CG. Once activated they go to 100% str and suffer org and morale penalties. This is a minor suggestion as the thread is more about reinforcement than reserves. The reserve issue would have to be solved however. Thoughts?