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Developer Diary | Small Features #1

Hello there, it's me C0RAX.

This week we are going to talk about some of the small features coming with Arms Against Tyranny, these are small things that add or change the game to increase the QoL or add to the game.

So this week we have 3 main groupings;
  • Division structure
  • Economy
  • Presets

Division Structure
First up we have division structure changes. The way you make a division has been fairly static for quite some time. With this update there are some new changes that increase the challenge and compromises you will have to make when designing your divisions.

First up we have some changes to the categories for each brigade that you choose when you pick the first battalion for each vertical column. Previously we had both artillery, AA and AT in the same category as maneuver units like infantry and tanks. This is no longer the case; artillery, AA, and AT are now in their own category meaning you need to choose how many support brigades you have and how many maneuver brigades you have. This extends to mobile battalion and armored battalion categories.

2023-07-10_15-07_1.png

Previously there was never any real scarcity when it came to a division's battalion slots, you could generally always have whatever number of battalions you wanted in generally any mixture. Now your brigade also starts with the bottom slot locked making a 5x4 grid.this is the default state of divisions and you can unlock this 5th slot by unlocking doctrines giving you a 5x5 grid. When this is combined with the category changes you will need to think about how much combat support battalions you can bring vs vs how many maneuver battalions you you need if you want to make that large division with lots of tank and infantry you will be significantly restricting just how much Artillery, AA and AT you bring to boost your unit.
2023-07-10_15-07.png

2023-07-10_15-06.png



Economy
Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “Consumer Goods Factories Factor” . This new modifier exists because the Consumer goods calculation and its associated modifiers have changed.

Previously the calculation of consumer goods was calculated by adding all the consumer goods modifiers to get a percentage; it then worked out the number of factories that percentage represented against your total factory count. So if you had 5 civs and 5 mils for 10 total factories and your consumer goods modifiers total was 10% you had to pay 1 civ for consumer goods. You were then “taxed” that number of civilian factories.

This had a nasty problem in that it was very easy to first reach 0% consumer goods which was a considerable balance consideration due to it allowing faster snowballing of the economy. This easiness of reaching 0% consumer goods was then a problem because once you reached 0% other parts of the game where the reward was a further reduction of consumer goods were rendered useless since you cannot go below 0% consumer goods.

This is now done a little differently, firstly there are now 2 steps to the calculation of the percentage. First we have the base value(expected consumer goods), this works the same as the old percentage calculation; it's a simple percent value that is added up together. This generally is only set by laws so it acts as a base value that everything else modifies. We then have the consumer goods factor (the new modifier) which multiplies this value and if there are multiple factor modifiers they are multiplied together meaning that you will generally never actually reach 0% consumer goods from just the factor alone and the effect of each additional consumer good factor modifier has diminishing returns.
2023-07-10_15-08.png
2023-07-10_15-09.png

We have also as part of this made the consumer goods calculation round down consumer goods factories which should help minors a bit while not really being highly noticeable for majors.

For those who want a detailed copy of the calculations it's like this:

ConsumerGoodsPercent = (Base1 + Base2 + ….) *((1+Factor1) * (1+Factor2) * ….)

ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown



Presets
And finally I kept the most exciting one till last, and that is presets for your equipment designers. Ever since the introduction of the equipment designers we have known that some players don't want to or struggle to interact with the complexity of them especially when they are new to the features or game. This was for many off putting and something they would shy away from or be continuously frustrated with, Since the game didn’t really teach you how to make a well rounded design for each role. This was doubly true if they wanted to recreate a historical vehicle that they know from their own knowledge of WW2 but didn’t understand how to translate that into the game with the designer.

What these are are premade designs for your equipment designers that are stored in the game files. When you create a new variant from a blank chassis you can press the presets button and will get a list of all the presets made for that chassis/hull/airframe. So should you open up the improved heavy tank chassis presets you will find an entry called Tiger I and you will see the picture of the Tiger I tank and if you click it all the modules and roles and values will be set for you. Should you be missing modules or upgrades the preset entry will tell you what you are missing in order to make it, then all you have to do is research those modules and then create the variant.

So now if you don't understand or want to understand the deeper workings of equipment design you can still make good use of the equipment designers just pick the tank you want and the game will make it for you. Of course if you want to try out tweaking the designs to edge your way into the world of equipment design you can do that too. Once the preset is loaded you can adjust any part of the design as normal, and if you feel lost at any point you can just load the preset back in.
2023-07-10_15-09_1.png
2023-07-10_15-10.png

Some of you may wonder why we’re not allowing you to add your own presets or saved templates. In short, this is something we’d like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility.

However, this feature is entirely moddable so if you want your MP mods to have all the latest meta builds there as presets you can do that, or if you want even more templates for your super in depth history mod or maybe a totally different world you can do that. These presets are defined by the templates you make normally for the AI with some new additional fields, you can now define the art and the name of the template.

That's everything for this dev diary, I hope you will enjoy these changes as much as we have. As always feel free to let us know your favorite parts.

Next week we will be bringing you more information on a new system for content along with how it will be tied into the stories you can tell with this expansion and beyond. See you next week.
 
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Developer Replies;

C0RAX replies


Ringwraith_JP said:
Will modding presets block ironman and achievements?
Yes the short version is since the presents templates are also used by the AI they will invalidate ironman.


Lamartine said:
I love these changes

Will presets be locked to country or can any country access them?

So as Germany, could I pick the T-34 as a preset and just have it load the T-34 stats with a German icon and 3d model? Same for the Soviets loading American presets. And the UK loading Japanese tank presets (if they want to nerf themselves)

How will XP spent to unlock the preset calculated?

Is it a flat cost to unlock each preset or is the cost discounted based on the designs you already have saved that game?
Click to expand...
in base game you majors will have unique presets and most minors will share common presets but there's nothing stopping shared historic presets across multiple countries.

XP is spent the same as normal so the preset is loaded in and the equipment designer will tell you how much XP it will cost to Save that design


Culdranth said:
Given how there is literally no drawback to escalating your economy to war economy indefinitely, will ever there be a change to factor war exhaustion or have some kind of benefit to having a civilian economy at any point?

Right now, it's just a PP sink that you want as quickly as possible.
Late game economy is something that would be nice to improve but we don't have any immediate plans with changes to it.

BrotherJonathan said:
Will it be possible to upload custom presets to mod sites like Steam Workshop or Nexus?
yes

leviathan_13 said:
So I take that, on release, we cannot create a new preset in-game but can mod our custom presets in, if we so wish. However, can we restrict a template to be player-only? Exactly how the AI chooses a custom preset? I'd imagine that there is a weighted AI block like decisions have.
yep you just change the AI use weights to 0 and it wont pick them ever

FStefanak said:
Nice! Any chance that the presets could be excluded from the checksum calculation?

Would allow both using these in achievement-compatible games and MP on my side only.
Not in this version, we've used the existing AI template system for the designers to avoid having to write the pre-sets system from nothing but that means it touches things that could break the AI. It would be a much larger effort to separate these 2 but it not impossible so maybe in the future this could happen but right now I don't know.

JustusPB said:
First of all, the changes you present here seem very promising. But I do not really get the calculation for „Factors multiplied together“. You say, that „if there are multiple factor modifiers they are multiplied together“. In the picture presented as an example there are two factors,–33% and –13%. If I multiply them (0,33*0,13) I get 4,29%(0,0429). But result given in the picture is 57%. The only way to get that would be to multiply both factors and to shift the comma one unit to the left making 4,29% to 42,9% or rounded 43%. If I then take 100%-43% I get 57% as a result. So the description of „Factors multiplied together“ seems to be a bit misleading. So how does the calculation for the „Factors multiplied together„ actually work?
C0RAX said:
For those who want a detailed copy of the calculations it's like this:

ConsumerGoodsPercent = (Base1 + Base2 + ….) *((1+Factor1) * (1+Factor2) * ….)

ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown

Note that its (1+Factor) * (1+Factor) not (Factor * Factor)

JustusPB said:
Then I would get 1,5029 as a result (1,33*1,13). I would guess that you mean with Base1, Base2… the „Base Expectation“ which is 25%. So if I take 1,5029*0,25 I get 0,375725 as a result which is not really close to which is not close to the 14% consumer goods which are being used or the 57% for „Factors multiplied together“. But maybe I get the equation wrong. Can you maybe clarify what „Base1 + Base2 + ….“ exactly means?
((1+-0.33)*(1+-0.13)) = 0.5829
0.5829 * 0.25 = 0.145 rounded down to 0.14 = 14%

We are probably losing some values somewhere to fixed point accuracy or rounding which would explain the 57% instead of 58% shown in the tooltip

Zhuriek said:
Are these presets also available for airplanes and boats? or are they exclusively for tanks?
yes

KnyazSuvorov said:
I will be cruel:
Why create new support regiments? What benefit does this give? How does it make the game better?

If you ask me: this gives zero benefit and is a pure waste of programming resources. I don't see the logic.
There was zero programmer time used to change the categories of battalions since it's all in script. It was a task I could do myself, so I did.

Emanresu said:
Ah! So Will Commonwealth Countries use - say- British Presets? Or on the other hand, will Minor Countries like the Commonwealth countries also have their Preset designs along with British ones? Does Canada, for example, have access to the Sexton, Ram, and ergo the Grizzly? More interestingly, will there be a "tech block" for accessing these design presets- Imagining something like Black Ice for example?
theoretically yes, although I've only ever used static country tags for the allowed fields. the preset themselves are shown for each chassis so you unlock presets with each chassis you research. so you could in example have a panzer IV chassis tech that unlock the Panzer IV chassis and that chassis has all the presets for the Panzer IV defined for it. selecting those presets is still dependent on you having all the modules and upgrades unlocked so that acts as a further barrier. so using our Panzer Iv example, if you want to make the Panzer IV F2 you need to have unlocked that gun module compared to the short 7.5cm gun on the Panzer IV D or E.


Arheo has also stepped in to address some of the comments being made as well.

I may regret this, but I guess it's a teachable moment and I've about had it up to my eyeballs with this kind of attitude.

TitanMethos said:
Okay... We're going to ignore the debatables of the rest of this diary to talk about the middle-finger you just gave your community as a whole (especially modders) with Presets... (This will be a bit passionate, but I don't care at this point. Disagreement tally be damned.)

In short, you just said...
"We're going to give you half of what you asked for, with historical presets ONLY that we determined through half-backed research and didn't bother to playtest, but it's moddable so you modders can do custom presets for yourself."

"In short" is doing a lot of heavy lifting here. If you reword someone's statement - to summarize or not -you do not change the intent or sentiment: that is an intentional misquote.

We did not say any of what you suggested, nor did we intend it.

TitanMethos said:
Do you have any idea how Lazy that makes you guys sound? This is a bare-basic feature people have been asking for since NAVAL designers... to SAVE and LOAD designs across games. You finally get around to the idea after adding three more designers, but can't be bothered to do anything more than hard-set Historical templates? With no way for common players to save alterations we'd like??? Say "we'd like to do it" as if there is no reason (and without giving explination) as to why you couldn't do it right now????? And then say "But it's moddable for metas!" as if that's the only thing modders care about???????

Free features are generally harder to apply resources for than paid ones. I know it isn't the done thing to acknowledge it, but I think it's better that we're open about the truth. We're a business. We're also passionate about HOI. Those two things just have to coexist - it isn't one or the other. That means a balance has to be struck: doing part of this now and part of it later is.. .well, a balance.

I clearly state that we all want to do saving/loading of templates as a next step.

Why isn't it happening right now? Because I decided there were more important things to focus on. I stand by that. I do not owe you my time to work on something you want for free.

And to clear up another oddity: making this feature moddable was not just for you. There are a dozen reasons why it's a good thing to have presets be moddable - maybe MP communities want to have restricted presets, maybe detailed historical mods want to give you some suggested designs, etc. If you choose to translate that into some sort of tacit insult, that's your choice: but it will make you look silly.

TitanMethos said:
Modders don't care about "Meta," we care about "Gameplay." Something you guys have seem to lost understanding of since you don't playtest. Yeah, cool, we have another tool to use... Can you not pressure us into using it so you can avoid adding this feature youself?

This was an odd segue, but fair enough. If we didn't playtest, you'd find out pretty fast. I invite you to apply for a job here and come and show us all how it's done, though.

The latter attitude is something we (sadly) see often. It's fairly common amongst hardcore fans of almost any game or vice; the assertion that since 'I' mod/understand/use/engage with this game an inordinate amount, I have a better understanding even than that of the developers. It becomes a bonding sentiment amongst groups even, and is quite harmful. It's the same psychology that gives us fan gatekeeping.

And it's so easy to do. I even hear industry professionals speak exactly the same way when they're talking about a game they play instead of work on.

I honestly wish I knew how to tackle it constructively, but I'm not sure there is an answer. It's human nature - but that doesn't make the sentiment fact.

TitanMethos said:
Because if you're going to treat modders like they're part of your QA and Testing Staff... We're all going to tell you to get over yourself, as a collective company, reguardless of which of your Execs or team-leads thought it was a good idea to braodcast "We're lazy so the modders can do it," in a "Developmer Diary" which at this point should be renamed "Community Outreach Blog."

We have a wide and constructive relationship with a lot of our modders. A lot of them seem pretty happy with this feature, and I recognize several in the comments here. You do not speak for the modding community: stop trying.


HmJ_JP said:
Guys, as mentioned I'm glad about all those changes to the game, the historical template in particular.
What slightly worries me is the complicated maintenance of said templates. We still have issues with a few ship's designs (e.g. BB Richelieu having BC armor), or whose designs rely on modules before the research has been done (e.g. Radio in some Tanks).

It might be questioned again and again, so please: don't let QA reply "as designed" :). If you allow a specific design to a template, let's logically make sure all necessary research behind each module is unlocked, or else start with them researched in 1936.

There can be a tech block. The system currently works as a sort of hybrid between 'auto upgrade' and a saved preset, using AI designs as blueprints.

In short, this means that some modules that are considered required will block you from selecting the preset (ie: a particular main gun). Modules that aren't required will only be used if you've researched them. It will show you what you're missing if you can't select the preset.

As things stand now, this also means that preset modules will also try and use the best possible version of that module if you have one researched (not including the tank hull). That's behaviour I'm still tinkering with a bit, so I'm not sure if we'll keep it. It's one of those situations where things boil down to historicity vs accessibility.

herr anfsim said:
Really looking forward to presets! Will there be ‘subversions’ of the presets, for instance mk.I when a new radar is available, and if so, any chance to have the production line automaticly shifted to the new design?

Not really, I think that would be overkill for presets tbh. They work better as monolithic templates - there's nothing stopping you from making those upgrades yourself the usual way.
 
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Will it be possible to attach a custom tooltip/description to a preset? Some mods have unique descriptions for tanks/ships/aircraft and it feels like a bit of a waste to not be able to see them if you have NSB.
 
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Will the presets use the correct 3d models and pictures?

The way it stands now some historical planes can't be made (no single engine hvy fighter like the P47 thunderbolt) or they don't have the range (B-29's that can't reach Japan from the Marianas and P51-D Mustangs can't reach from Iwo Jima without a lot of tweaking to make it work) or the models need an 3d model update (Sherman and P51 Mustang).

The pictures of the 2d and 3d art also do not show the names of what they are.
 
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Nice changes, sounds almost like a different game. About the historical templates: amazing!
Please keep in mind, though, that the comparison doesn't work well when picking 2 different planes(/tanks/ships). I'd really like to see the SHIFT CLICK solution, as in Research mode, allowing to open each equipment in a different window for direct comparison.
 
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"Presets"
This diary shows how far micromanagement has been pushed in this game. A new functionality is being introduced, to go around the additional micromanagement introduced by DLCs. It sounds ironic to me.
I had already found my own solution to this problem: I did not buy any of the DLCs introducing equipment customization, exactly because I dreaded the additional micromanagement. Actually, I stopped playing a couple of years ago because I cannot stand the production micromanagement anymore. I much preferred how unit production worked in HoI3.

If the team has finally identified micromanagement as a blocker for some players, could there be any chances to get either an automation or a streamlining of equipment production in the future?
 
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Yay! Thank you for bringing back the preset designs :D

It was such a massive mistake to remove them in the first place. It denied players a choice, and forced micromanagement on everyone, even if they didn't want it.

Bringing back preset designs makes the designer fun again! Now I can change what I want and leave the rest to historic. Thank you <3
 
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I really like the division designer changes, they make division templates seem much more realistic. One thing that would couple really well with this would be to convert artillery from artillery regiments with a combat width of 3, to artillery battallions with a combat width of 1 and 1/3 the stats. Not only would this help simulate the difference in firepower between say a historical Italian and a historical German division, it would also play really nicely into the newly introduced limitations to division design, so ludicrous amounts of artillery no longer fit as easily.
 
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I disagree with the changes to the division designer. It will make it harder to make division designs based on reality, especially when it comes to late- or post-war templates.
Truth to be told, I don't really see the benefit either - it will just punish people who want to mix in a little of support battalions.
But I suppose the decision has been made already.
 
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I love these changes

Will presets be locked to country or can any country access them?

So as Germany, could I pick the T-34 as a preset and just have it load the T-34 stats with a German icon and 3d model? Same for the Soviets loading American presets. And the UK loading Japanese tank presets (if they want to nerf themselves)

How will XP spent to unlock the preset calculated?

Is it a flat cost to unlock each preset or is the cost discounted based on the designs you already have saved that game?
 
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I love these changes

Will presets be locked to country or can any country access them?

So as Germany, could I pick the T-34 as a preset and just have it load the T-34 stats with a German icon and 3d model? Same for the Soviets loading American presets. And the UK loading Japanese tank presets (if they want to nerf themselves)

How will XP spent to unlock the preset calculated?

Is it a flat cost to unlock each preset or is the cost discounted based on the designs you already have saved that game?
in base game you majors will have unique presets and most minors will share common presets but there's nothing stopping shared historic presets across multiple countries.

XP is spent the same as normal so the preset is loaded in and the equipment designer will tell you how much XP it will cost to Save that design
 
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I love the idea of presets.
I think we should get the ability to add our own templates for all equipment designs and even for divisions that we can just hop into a new game and import/unlock the desired division templates for use (if we have the required XP and unlocks for the given template). That way a significant part of the game we spend designing (mostly the same/similiar stuff) can be cut short and we can focus better on invading other countries.
 
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Hello there, it's me C0RAX.

This week we are going to talk about some of the small features coming with Arms Against Tyranny, these are small things that add or change the game to increase the QoL or add to the game.

So this week we have 3 main groupings;
  • Division structure
  • Economy
  • Presets

Division Structure
First up we have division structure changes. The way you make a division has been fairly static for quite some time. With this update there are some new changes that increase the challenge and compromises you will have to make when designing your divisions.

First up we have some changes to the categories for each brigade that you choose when you pick the first battalion for each vertical column. Previously we had both artillery, AA and AT in the same category as maneuver units like infantry and tanks. This is no longer the case; artillery, AA, and AT are now in their own category meaning you need to choose how many support brigades you have and how many maneuver brigades you have. This extends to mobile battalion and armored battalion categories.

Previously there was never any real scarcity when it came to a division's battalion slots, you could generally always have whatever number of battalions you wanted in generally any mixture. Now your brigade also starts with the bottom slot locked making a 5x4 grid.this is the default state of divisions and you can unlock this 5th slot by unlocking doctrines giving you a 5x5 grid. When this is combined with the category changes you will need to think about how much combat support battalions you can bring vs vs how many maneuver battalions you you need if you want to make that large division with lots of tank and infantry you will be significantly restricting just how much Artillery, AA and AT you bring to boost your unit.
Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “Consumer Goods Factories Factor” . This new modifier exists because the Consumer goods calculation and its associated modifiers have changed.

Previously the calculation of consumer goods was calculated by adding all the consumer goods modifiers to get a percentage; it then worked out the number of factories that percentage represented against your total factory count. So if you had 5 civs and 5 mils for 10 total factories and your consumer goods modifiers total was 10% you had to pay 1 civ for consumer goods. You were then “taxed” that number of civilian factories.

This had a nasty problem in that it was very easy to first reach 0% consumer goods which was a considerable balance consideration due to it allowing faster snowballing of the economy. This easiness of reaching 0% consumer goods was then a problem because once you reached 0% other parts of the game where the reward was a further reduction of consumer goods were rendered useless since you cannot go below 0% consumer goods.

This is now done a little differently, firstly there are now 2 steps to the calculation of the percentage. First we have the base value(expected consumer goods), this works the same as the old percentage calculation; it's a simple percent value that is added up together. This generally is only set by laws so it acts as a base value that everything else modifies. We then have the consumer goods factor (the new modifier) which multiplies this value and if there are multiple factor modifiers they are multiplied together meaning that you will generally never actually reach 0% consumer goods from just the factor alone and the effect of each additional consumer good factor modifier has diminishing returns.
We have also as part of this made the consumer goods calculation round down consumer goods factories which should help minors a bit while not really being highly noticeable for majors.

For those who want a detailed copy of the calculations it's like this:

ConsumerGoodsPercent = (Base1 + Base2 + ….) *((1+Factor1) * (1+Factor2) * ….)

ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown



Presets
And finally I kept the most exciting one till last, and that is presets for your equipment designers. Ever since the introduction of the equipment designers we have known that some players don't want to or struggle to interact with the complexity of them especially when they are new to the features or game. This was for many off putting and something they would shy away from or be continuously frustrated with, Since the game didn’t really teach you how to make a well rounded design for each role. This was doubly true if they wanted to recreate a historical vehicle that they know from their own knowledge of WW2 but didn’t understand how to translate that into the game with the designer.

What these are are premade designs for your equipment designers that are stored in the game files. When you create a new variant from a blank chassis you can press the presets button and will get a list of all the presets made for that chassis/hull/airframe. So should you open up the improved heavy tank chassis presets you will find an entry called Tiger I and you will see the picture of the Tiger I tank and if you click it all the modules and roles and values will be set for you. Should you be missing modules or upgrades the preset entry will tell you what you are missing in order to make it, then all you have to do is research those modules and then create the variant.

So now if you don't understand or want to understand the deeper workings of equipment design you can still make good use of the equipment designers just pick the tank you want and the game will make it for you. Of course if you want to try out tweaking the designs to edge your way into the world of equipment design you can do that too. Once the preset is loaded you can adjust any part of the design as normal, and if you feel lost at any point you can just load the preset back in.

Some of you may wonder why we’re not allowing you to add your own presets or saved templates. In short, this is something we’d like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility.

However, this feature is entirely moddable so if you want your MP mods to have all the latest meta builds there as presets you can do that, or if you want even more templates for your super in depth history mod or maybe a totally different world you can do that. These presets are defined by the templates you make normally for the AI with some new additional fields, you can now define the art and the name of the template.

That's everything for this dev diary, I hope you will enjoy these changes as much as we have. As always feel free to let us know your favorite parts.

Next week we will be bringing you more information on a new system for content along with how it will be tied into the stories you can tell with this expansion and beyond. See you next week.
Given how there is literally no drawback to escalating your economy to war economy indefinitely, will ever there be a change to factor war exhaustion or have some kind of benefit to having a civilian economy at any point?

Right now, it's just a PP sink that you want as quickly as possible.
 
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Given how there is literally no drawback to escalating your economy to war economy indefinitely, will ever there be a change to factor war exhaustion or have some kind of benefit to having a civilian economy at any point?

Right now, it's just a PP sink that you want as quickly as possible.
Late game economy is something that would be nice to improve but we don't have any immediate plans with changes to it.
 
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