I don't see why people think it would be that much more complicated. I'm not suggesting HOI3 style command chains, or military missions, just a more flexible unit, for garrisoning and conquering large swaths of territory.
It really depends on if the basic default unit size of troops is static at 10k, if so then there is no incentive to break up units into smaller portions as rebels will pop up as 10k and kill your meager troops.
In this time period most countries used regiments not brigades I think.
Honestly... I like the idea of Brigades. I like the Freedom of making them according to my specifications. The only thing is in the 19th Century there wasnt too much customization of divisions. You either had a Infantry or Cavalry Division, with a art attachment.
For most of the 19th century, "divisions" were things you created on the fly from the brigades/regiments you intended to use in the campaign and the sort of organisation you were going to give the army you were employing. You'd have divisions, "light" divisions, cavalry divisions... depended on which troops you threw into them.
You only get a division as a sort of permanent fixture in regular armies after the Boer War.
The words can be used interchangeably. At least after the reforms of 1881 the British used brigades. Regiments were the administrative unit and the manifestation of unit tradition, and cohesiveness, but Brigades were the combat element, generally being 3 battalions of 3 different regiments.
Please no, don't make VIC 2 HOI 3 lite...
As I said, I think it should be an economic/social simulator first and foremost. This is more than just an unwillingness to deal with brigades as there is a limited number of features that P'dox can build into this game. Time spent implementing a brigade system will detract from work on more relevant/important features. And even after release, I don't want my CPU detailing with the intricacies of myriad brigades when it has the world economy to cope withAnd ComradeOm: I can see where you are coming from. The strength of Vicky (to me) has always been that it is PI's strongest economic game, making you think in totally different ways from the others. That being the case, however, Vicky2 is also the perfect place to model the economic impact not just of war, but also of militaries in general
I hated the EUII recruitment system. Hated it with a passion. It was a terrible chore to gather an army together and keep it reinforced. The regimental/division system of Vicky or EUIII is far superior in my opinionFor me the optimal solution would be to take a step back to the golden olden days of EU2 and not at all define the size of a unit. If you want to build an army of 5000 men or 500 men, you just change the number in the build screen. If you want to split your army of 5000 men to 10 armies of 500 men, then just split it.