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HOI4 Dev Diary - Combat and Stats changes

Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

High Command bonus changes
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was “the majority type”, which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.

Screenshot_1.png


This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.
Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
cavalry > armor > artillery > motorized > mechanized > infantry

The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket

When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light Tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

Screenshot_3.png


To make it easier to see this we now have an indicator in the division windows showing the breakdown.

Combat Width
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

Urban provinces are now the “widest” with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.


Screenshot_2.png


In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

Breakdown (numbers not final etc etc)
  • Plains
    • Standard 90
    • Reinforce 45
  • Desert
    • Standard 90
    • Reinforce 45
  • Forest
    • Standard 84
    • Reinforce 42
  • Jungle
    • Standard 84
    • Reinforce 42
  • Hills
    • Standard 80
    • Reinforce 40
  • Marsh
    • Standard 78
    • Reinforce 26
  • Urban
    • Standard 96
    • Reinforce.32
  • Mountain
    • Standard 75
    • Reinforce 25
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
However, this part isn’t quite done yet though so I’ll cover it again in more detail in one of the “bag of tricks” diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development...
1620214309589.png


Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.

Reliability
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
  • Reliability affects losses from attrition like before
  • Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
  • Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
  • At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse :cool:

Screenshot_4.png


Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :)

But before we go, a few words about the studio...

Studio Gold
Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here :)

As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

That’s all, see you all again next week for more dev diary goodness!
 
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But you oh wise one, know everything and thy knowledge is flawless.
clearly.
He may not be the most articulate person considering his aggressive phrasing, but he's not wrong about the main point he's making. Variable combat width will lead to a lot of tedious micro by players who want to optimize their gameplay as much as possible, and that's not fun. But people will do unfun things if it makes it easier to win.
 
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He may not be the most articulate person considering his aggressive phrasing, but he's not wrong. Variable combat width will lead to a lot of tedious micro by players who want to optimize their gameplay as much as possible, and that's not fun. But people will do unfun things if it makes it easier to win.
Or, more likely, it will be modded out/mod-balanced. Fingers crossed that they don't add other mechanics which can't be and/or have to be removed to make micro fun.
 
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And what could I possible be wrong about?
it kinda ranges from "nothing" to "everything".
He may not be the most articulate person considering his aggressive phrasing, but he's not wrong. Variable combat width will lead to a lot of tedious micro by players who want to optimize their gameplay as much as possible, and that's not fun. But people will do unfun things if it makes it easier to win.
So its super micro intensive to min-max everything, i may have a revolutionary idea: don't
seriously, i get that people want to minmax, i'm a minmaxer to some degree myself, but complaining that minmax is tedious and intensive? Cry me a river, you're doing it to yourself at that point. My minmaxing stops where the tedious stuff begins
 
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I already have the new combat width meta

Plains and Deserts are 15 and 30 widths.

Forests and Jungles are 21 and 42 widths.

Marshes are 26 widths.

Hills are still 20 and 40 widths.

Mountains are 25 widths.

Urban is 16 and 32 widths.

In the European East and West fronts, everyone is just gonna spec for the most common terrain type, plains, and make 30 widths. Russia will create some throw away 26 widths to hold down the marshes.

Overall, unless you're speccing for a certain terrain, 15 and 30 widths are the new meta. they fit the most common terrain type, and are a nice middle-of-the-road width for all the other terrain variants.
I like this new Meta. More variaty than previously. Also it seems to really satisfy the target of @podcat : As a minor country with a specific terrain you can build specific divisions that will have an edge over the "meta-divisions" deployed by major countries.

Now, with reduced (viable) division sizes it would be greate to have the possibility to create corps(Basically it should just make sure that division within a corp stick together). I would love to add Corps lever artillery or AT regiments. Especially with the new damage mode where the bigger divisions get the bigger hit, it might work out.

Now I am still looking very much forward to whatever they have done with the doctrines. I finally want to have my soviet massed artillery (maybe one additional support arti slot in mass assault). Ok, it would already help me if support rocket artillery would also take Katyushas into cobsideration (now it only takes towed artillery)
 
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I'm not saying that because I'm arrogant. It's just the objective truth. After observing everyone's posts on this forum for a short period of time, it looks as if nobody has any clue how to actually play the game.
I would argue that people play the game in different ways, and competitive multiplayer gameplay is actually fairly unimportant overall (a very small percent of players engage with it). If this change makes it a lot worse that sucks, I don't want to see the game get worse for anyone. But a lot of people seem excited for the chance to tinker around with division design without getting punished for breaking a fairly rigid meta.
 
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it kinda ranges from "nothing" to "everything".

So its super micro intensive to min-max everything, i may have a revolutionary idea: don't
seriously, i get that people want to minmax, i'm a minmaxer to some degree myself, but complaining that minmax is tedious and intensive? Cry me a river, you're doing it to yourself at that point. My minmaxing stops where the tedious stuff begins
Congrats on playing the game in a way you like but I don't get what's wrong with the community recognizing a potential for annoying micro and pointing it out to paradox. How else is this game going to improve without feedback?
 
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But a lot of people seem excited for the chance to tinker around with division design without getting punished for breaking a fairly rigid meta.
Not min-maxing here is no more/less punishing conceptually than making "un-meta" divisions (mind you, there are currently a wide variety of meta divisions - I made a guide and found that, not including variants (i.e. 13/7 vs 14/6 tanks) or support companies there were like 25 "meta" templates; with variants (which is what this update will really add) there were like 50.
 
Congrats on playing the game in a way you like but I don't get what's wrong with the community recognizing a potential for annoying micro and pointing it out to paradox. How else is this game going to improve without feedback?
okey, leaving aside that i think its a silly complaint, there are better ways to tell them than in the way some people did you know.
 
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you'd expect something like extra damage for over-piercing right? The reason its like this is so anti tank weapons dont just become fantastic infantry killers basically. I've played with ideas for allocating strikes by hardness but as i said I am not ready to dig into the targeting changes yet because I havent tested or implemented them so I am not sure exactly how it will end up outside of the width spreading of damage needing to be dealt with.
I thought they were talking about the fact that well armored tanks still get half damage. It seems like if your crazy enough to go for something like Super Heavy tanks then any anti-tank weapons should be alot more ineffective on them then they are on just a well armored medium tank which they are only just under the piercing ability for.
 
He may not be the most articulate person considering his aggressive phrasing, but he's not wrong about the main point he's making. Variable combat width will lead to a lot of tedious micro by players who want to optimize their gameplay as much as possible, and that's not fun. But people will do unfun things if it makes it easier to win.
Just because some players might play a certain way, and can't get over not maximizing stuff, doesn't somehow mean that they are the norm, or that such a behaviour is in any way required. It would only be tedious if you are dead set to make it tedious. For the vast majority it won't be tedious at all, because they don't even try to be perfect. The current meta didn't somehow drop from the sky, nor was it always destined to be the perfect solution for any state HOI 4 could ever be in.

What makes it even weirder is when said person talks about such things taking out the fun for players, when he couldn't possibly know whether that is true at all. Again, the vast majority of players aren't hardcore grognards and thus they don't really care about making every minute detail perfect. For them, there is no fiddling needed to get things done, thus the changes won't be a problem. People being forced to micro everything simply isn't true at all. Acting as if this would suddenly be the case is plain absurd. Making some changes doesn't somehow create a scenario in which you can only ever succeed if you adhere exactly to the perfect way. If someone makes an argument that uses points which don't match the actual content of the game, then that isn't logic or reason anymore. A game needs to work for more than one person. It doesn't somehow become less fun or more tedious in general, just because one extreme approach might be tougher to set up. Nor does said approach becoming more tedious mean that the game would be worse off. You can make one approach less fun while making the game itself better. One shouldn't assume that one approach possibly not being as easy to pull off anymore somehow constitutes a general decline in quality. Such an argument would require throwing any sort of objectivity over board, focusing solely on specific path that caters to a personal bias, and projecting said view on everyone else, instead of taking a step back and looking at the broader picture.
 
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I am pretty sure that they used the same divisions in forests, hills, plains, and in urban combat. Because they are normal and everywhere. Basically, paradox is solving a problem that some players don't want to exceed Combat With in this version. by forcing everyone exceeding CW in new DLC ..
Point proven. They had standard templates (USA all over the line, Germany for each type of branch) used in marshland, forests, plains, urban combat and Germany had a few divisions that was specifically used for mountains and a few tweaks of existing divisions for deserts.
 
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I guarantee you know more about the minute, micro details of HOI4 mechanics than me :D I'm just offering some perspective as a history nerd.
This was actually very insightful (and unusual!) to read, so please keep offering it regularly at diaries :)
 
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Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

High Command bonus changes
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was “the majority type”, which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.

View attachment 714880

This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.
Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
cavalry > armor > artillery > motorized > mechanized > infantry

The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket

When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light Tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

View attachment 714881

To make it easier to see this we now have an indicator in the division windows showing the breakdown.

Combat Width
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

Urban provinces are now the “widest” with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.


View attachment 714882

In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

Breakdown (numbers not final etc etc)
  • Plains
    • Standard 90
    • Reinforce 45
  • Desert
    • Standard 90
    • Reinforce 45
  • Forest
    • Standard 84
    • Reinforce 42
  • Jungle
    • Standard 84
    • Reinforce 42
  • Hills
    • Standard 80
    • Reinforce 40
  • Marsh
    • Standard 78
    • Reinforce 26
  • Urban
    • Standard 96
    • Reinforce.32
  • Mountain
    • Standard 75
    • Reinforce 25
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
However, this part isn’t quite done yet though so I’ll cover it again in more detail in one of the “bag of tricks” diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development...
View attachment 714920

Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.

Reliability
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
  • Reliability affects losses from attrition like before
  • Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
  • Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
  • At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse :cool:

View attachment 714885

Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :)

But before we go, a few words about the studio...

Studio Gold
Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here :)

As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

That’s all, see you all again next week for more dev diary goodness!

Will forts affect combat widths/reinforce rates?
 
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He may not be the most articulate person considering his aggressive phrasing, but he's not wrong about the main point he's making. Variable combat width will lead to a lot of tedious micro by players who want to optimize their gameplay as much as possible, and that's not fun. But people will do unfun things if it makes it easier to win.
It is a point, but I don't fully see the issue. Those who don't find the micro fun will avoid it and those who find it fun will use it. For multiplayer you'll either have to compromise, find the right people to play with, or as they sometimes say "git gud" (I don't like saying that, but it's hard to get around it in some cases).

That said, a potential solution I'm just throwing into the air half-baked here could be an incentive to not micro. In some ways this already exists. Shuffling troops to get the right units to the front isn't gonna win any wars. Another possibility would be a debuff to nations that field too many different templates. This would still allow nations like Norway and Switzerland to specialize on mountain-infantry, but perhaps make Germany think twice before developing jungle-tanks. (EDIT) To explain further, I'm thinking that having too many templates could cause a headache for the people involved at some point. Like support equipment for instance, if you just field one template then it represents one kit and nothing else. But as the amount of templates becomes more diverse, there's bound to be some hassle behind the scenes in regards to production. Mechanics probably wouldn't be too happy either if they have to learn the workings of 20 different tanks throughout a career.

Oh, and that reminds me of XP, which you might end up short on if you micro your templates too much. So pretending you're playing as Japan, would you rather have desert-infantry or a better tank?
 
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Ironic. You both have 69 in your name.
Not to mention accusing others of circlejerking :p

He may not be the most articulate person considering his aggressive phrasing, but he's not wrong about the main point he's making. Variable combat width will lead to a lot of tedious micro by players who want to optimize their gameplay as much as possible, and that's not fun. But people will do unfun things if it makes it easier to win.
The over-width penalty is getting fixed and that was the only justification for microing it.
In none of his posts he acknowledged that or made an argument for why microing would still matter in the new version.
 
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Developers did a great job. Nice to read even when I don’t understand the current system completely.

To my believe the combat width will be a game changer. At least for me who is using 20 or 40 width. Need to check again what to use and when.
But again keep up the good work dev! Become more and more interesting and more fun to play.
 
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Or, more likely, it will be modded out/mod-balanced. Fingers crossed that they don't add other mechanics which can't be and/or have to be removed to make micro fun.
If mods have too different of a combat system from vanilla, you won't be able to practice for MP by playing SP. Most MP mods mod out the AI so you can't practice on them in SP in the first place, so this would just make it even worse. This issue was already raised by people asking for separate balance between the two, but mods affect this as well. I could be a great vanilla player, the best in the world, but if someone told me to download a new MP mod and play a major I can pretty much guarantee I'd do horribly. Without knowing the mechanics, it's pretty impossible to do well. And most MP mods don't have very well fleshed out changelogs that detail this sort of thing, you have to learn as you go. "Oh! That combat was 72 wide! Wish I would've known that before building my tanks as 40w...." is the same as "Oh! That combat was 80w! Wish I knew that before I designed my tank template to be 45w..."
 
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Question- are armored cars counted as motorized? I assume camel units are counted as Cavalry. And are other long guns like AA and Anti-Tank guns counted as Artillery?