• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DukofDeth

Lt. General
37 Badges
Nov 20, 2015
1.302
1.064
  • Darkest Hour
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III Collection
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV
  • Hearts of Iron III
  • For the Motherland
  • Arsenal of Democracy
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
The Americans had smaller mobile units - I think it was three tank and then three armored infantry - during the war as their doctrine called for a lot more ad hoc formations; they had loads of independent battalions meant to be cross-attached as needed. The doctrines we pick ought to determine how big divisions get to be, and how much space they can be packed into.

What we really should be measuring is the "weight" of these formations. Think of it as a measure of physical mass as well as space. A thirty tone medium tank is a heavy burden, but imagine sixty horses, each weighing a half-ton - that's a lot of space. Unit deployment needs to be ruled not just by whether one has the assets to move the unit, but also whether the unit is fit to survive the environment it is being moved to. The AI doesn't have a way of seeing whether or not it will mess up a logistical situation by deploying somewhere, and when it does cause a problem, the AI has nothing to tell it to call off its deployment, so it just does so anyway, choking everything up, and also dooming themselves in the process by way of the extra attrition they suffer.

Humans can adapt easily. Any changes made will soon result in a new meta for the online community to argue about the validity of. We'd have less problems if the real issues with the game's AI were tackled, and the problems are not so separate, which is part of the reason why they have not been tackled - every change in the AI requires other changes for balance and it soon becomes a real headache.

The AI rushes too much, partly because it is drawing front lines everywhere and then trying to fill all the empty spaces. That drives the AI to put out too many land units, leaving too little manpower for air or naval deployments. For example, conscription should be broken down more [minimum age, fitness levels, length of service, etc.] with more penalties to industry, and we should have something to monitor who much of our military manpower pool industry needs, so we know when increasing conscription will start to impact industry. Anything above Extensive Conscription's 5% should really begin to hurt, OR if all the logistical needs were factored in [by a pool of manpower needed behind the front lines] then 10%. Dipping into that pool should mess up logistics. Dipping into the industry pool should slow down manufacturing and reduce quality. Introducing broader conscription should reduce unit effectiveness and speed. While a human player could take not of all this and decide not to increase conscription, the AI has nothing to tell it just how much of a problem this will be. A low factor of "AI_will_do" merely means it might take longer for the decision to be made, but that decision WILL be made at some point.

The AI needs new tools to help reduce its needs, and part of these tools should be for the Faction Leader to be the boss on land, sea and air. Everyone does what the leader tells them to do - the leader assigns responsibilities, and the faction members do the jobs they are given. There should only be one front-line per faction per theater, to stop the choking up of the logistic networks, as well as to ensure that the AI knows exactly what is in theater. While the AI does give out expeditionary forces, and even accepts them, the AI still draws its own front line and sends its own units, even though some are already there with another ally. This chokes up the logistics. If the AI can't "see" that its allies do hold certain sectors, then it will try to fill those gaps itself, duplicating and even tripling efforts, all of which is unnecessary.

Some fronts are too big for one marshal to manage. A single marshal with six generals, each with the 24 division maximum, will only give you 144 divisions, and that is not enough for Russia - either invading Russia, or as Russia invading everyone else - or for the US, especially late war. Its not good enough for the masses of smaller divisions that the Chinese are supposed to be fielding [Mass Assault, remember; not MP meta] to keep the Japanese from getting too cocky, since those divisions can and will find gaps in the lines to slip through - Japan can't be strong everywhere all at once. To manage such fronts, a third level of command is probably needed, or some manner of theater system that the AI will respect - it should not try to operate outside its theater. Every army group in a theater should have an objective state to aim for, not just the most valuable VP provinces. And perhaps a list of viable strategic targets should be compiled for all the major nations, so the AI can make choices, whether its what to aim for, or what to bomb, or what to defend.

To slow down the AI - make combat more attritional and static [nearly everyone was mired in WWI thinking] - the new system of managin offensives can be utilized. Granted, the industrial powers would be able to support more, but therein a limit can be applied. For one, nations would now have to plan and accumulate materials for offensives, simulated by the decision running. They should be limited in how many they can run at a time, based on their industry and resources. Operations at sea would take some effort, as would air offensives, so land operations would not be able to be also run at full bore, all the time. There could also be a new decision introduced for the major powers [and stronger, better organized minors] to prepare for major offensives along a broad front - call it the Big Push, which should take at least six months for most to set up for [even the US as they had to ship it all before it could be used]. An air offensive would not be able to jump from one region to another, though, but as it takes time to redeploy, defensive air assets shouldn't be so easily concentrated. We are supposed to cover all the regions. The casualty rates for unescorted missions do need to be upped, especially for those using medium bombers in a strat role.

Limiting invasions could be done by requiring Command Power to be used as a part of the planning for large landings. Small landings - a single unit of 2-4 battalions - should be free, but still would need planning. Same with paradrops - small forces could drop after a brief planning period, but large drops of multiple divisions should require command power, and also assume gliders are being used, as they were almost from the outset. This could mitigate certain exploits that are popular with some people without holding them back too much.

The AI should also have some manner of target for stockpiles when planning offensives - Asking itself, Do I have the stockpiles to replace losses quickly, so I won't lose momentum? Do I have the fuel - not just "has_fuel = YES" but enough to sustain continued combined operations for months? The AI needs to be given the time to prepare before it uses its wargoal declarations, as I've seen AI Germany declaring war on the Benelux while three-quarters of its army were still redeploying from Poland; the rest were along the Maginot line. The result - Germany still beat France, but two years later. A human would never do that. A human would have had an invasion force ready to go, even if it meant less for Poland [and a longer fight there].

Overall, I think the Devs themselves need to play the game more. They need to see for themselves just how Derpy their AI can be. It would also be nice to hear some feedback from the Devs about what they may have learned form their loss in the recent Devs vs. Influencers game. But my point is that if the AI could be given some more checks on its stupidity, then a lot of the nonsence arising from what is or is not meta could be swept under the proverbial rug. Stuff like that should really only matter to the online community, and they usually mod in whatever they need to balance the game for their own needs.
 
  • 1
Reactions:

ladner

Captain
39 Badges
Oct 12, 2002
378
105
Visit site
  • Age of Wonders III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Pillars of Eternity
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Europa Universalis 4: Emperor
  • Heir to the Throne
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Pride of Nations
The Americans had smaller mobile units - I think it was three tank and then three armored infantry - during the war as their doctrine called for a lot more ad hoc formations; they had loads of independent battalions meant to be cross-attached as needed. The doctrines we pick ought to determine how big divisions get to be, and how much space they can be packed into.

What we really should be measuring is the "weight" of these formations. Think of it as a measure of physical mass as well as space. A thirty tone medium tank is a heavy burden, but imagine sixty horses, each weighing a half-ton - that's a lot of space. Unit deployment needs to be ruled not just by whether one has the assets to move the unit, but also whether the unit is fit to survive the environment it is being moved to. The AI doesn't have a way of seeing whether or not it will mess up a logistical situation by deploying somewhere, and when it does cause a problem, the AI has nothing to tell it to call off its deployment, so it just does so anyway, choking everything up, and also dooming themselves in the process by way of the extra attrition they suffer.

Humans can adapt easily. Any changes made will soon result in a new meta for the online community to argue about the validity of. We'd have less problems if the real issues with the game's AI were tackled, and the problems are not so separate, which is part of the reason why they have not been tackled - every change in the AI requires other changes for balance and it soon becomes a real headache.

The AI rushes too much, partly because it is drawing front lines everywhere and then trying to fill all the empty spaces. That drives the AI to put out too many land units, leaving too little manpower for air or naval deployments. For example, conscription should be broken down more [minimum age, fitness levels, length of service, etc.] with more penalties to industry, and we should have something to monitor who much of our military manpower pool industry needs, so we know when increasing conscription will start to impact industry. Anything above Extensive Conscription's 5% should really begin to hurt, OR if all the logistical needs were factored in [by a pool of manpower needed behind the front lines] then 10%. Dipping into that pool should mess up logistics. Dipping into the industry pool should slow down manufacturing and reduce quality. Introducing broader conscription should reduce unit effectiveness and speed. While a human player could take not of all this and decide not to increase conscription, the AI has nothing to tell it just how much of a problem this will be. A low factor of "AI_will_do" merely means it might take longer for the decision to be made, but that decision WILL be made at some point.

The AI needs new tools to help reduce its needs, and part of these tools should be for the Faction Leader to be the boss on land, sea and air. Everyone does what the leader tells them to do - the leader assigns responsibilities, and the faction members do the jobs they are given. There should only be one front-line per faction per theater, to stop the choking up of the logistic networks, as well as to ensure that the AI knows exactly what is in theater. While the AI does give out expeditionary forces, and even accepts them, the AI still draws its own front line and sends its own units, even though some are already there with another ally. This chokes up the logistics. If the AI can't "see" that its allies do hold certain sectors, then it will try to fill those gaps itself, duplicating and even tripling efforts, all of which is unnecessary.

Some fronts are too big for one marshal to manage. A single marshal with six generals, each with the 24 division maximum, will only give you 144 divisions, and that is not enough for Russia - either invading Russia, or as Russia invading everyone else - or for the US, especially late war. Its not good enough for the masses of smaller divisions that the Chinese are supposed to be fielding [Mass Assault, remember; not MP meta] to keep the Japanese from getting too cocky, since those divisions can and will find gaps in the lines to slip through - Japan can't be strong everywhere all at once. To manage such fronts, a third level of command is probably needed, or some manner of theater system that the AI will respect - it should not try to operate outside its theater. Every army group in a theater should have an objective state to aim for, not just the most valuable VP provinces. And perhaps a list of viable strategic targets should be compiled for all the major nations, so the AI can make choices, whether its what to aim for, or what to bomb, or what to defend.

To slow down the AI - make combat more attritional and static [nearly everyone was mired in WWI thinking] - the new system of managin offensives can be utilized. Granted, the industrial powers would be able to support more, but therein a limit can be applied. For one, nations would now have to plan and accumulate materials for offensives, simulated by the decision running. They should be limited in how many they can run at a time, based on their industry and resources. Operations at sea would take some effort, as would air offensives, so land operations would not be able to be also run at full bore, all the time. There could also be a new decision introduced for the major powers [and stronger, better organized minors] to prepare for major offensives along a broad front - call it the Big Push, which should take at least six months for most to set up for [even the US as they had to ship it all before it could be used]. An air offensive would not be able to jump from one region to another, though, but as it takes time to redeploy, defensive air assets shouldn't be so easily concentrated. We are supposed to cover all the regions. The casualty rates for unescorted missions do need to be upped, especially for those using medium bombers in a strat role.

Limiting invasions could be done by requiring Command Power to be used as a part of the planning for large landings. Small landings - a single unit of 2-4 battalions - should be free, but still would need planning. Same with paradrops - small forces could drop after a brief planning period, but large drops of multiple divisions should require command power, and also assume gliders are being used, as they were almost from the outset. This could mitigate certain exploits that are popular with some people without holding them back too much.

The AI should also have some manner of target for stockpiles when planning offensives - Asking itself, Do I have the stockpiles to replace losses quickly, so I won't lose momentum? Do I have the fuel - not just "has_fuel = YES" but enough to sustain continued combined operations for months? The AI needs to be given the time to prepare before it uses its wargoal declarations, as I've seen AI Germany declaring war on the Benelux while three-quarters of its army were still redeploying from Poland; the rest were along the Maginot line. The result - Germany still beat France, but two years later. A human would never do that. A human would have had an invasion force ready to go, even if it meant less for Poland [and a longer fight there].

Overall, I think the Devs themselves need to play the game more. They need to see for themselves just how Derpy their AI can be. It would also be nice to hear some feedback from the Devs about what they may have learned form their loss in the recent Devs vs. Influencers game. But my point is that if the AI could be given some more checks on its stupidity, then a lot of the nonsence arising from what is or is not meta could be swept under the proverbial rug. Stuff like that should really only matter to the online community, and they usually mod in whatever they need to balance the game for their own needs.

Fantastic post, and a good read. One of the things that the game doesn't come close to addressing is the fantastic disparity in numbers and firepower that the Allies and the Soviets had. Currently all of the independent tank regiments/brigades of the Soviets not addressed, nor massive number of independent attached battalions to an American division. An American infantry division would frequently have more tanks than a German Panzer Division in 1943/44 due to attachments. I'd have to dig through some books to find exact numbers.
 
  • 1Like
Reactions:

RaptorCommander

Captain
104 Badges
Jan 24, 2009
487
151
  • Crusader Kings II: Holy Knight (pre-order)
  • March of the Eagles
  • Crusader Kings II
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Age of Wonders
  • Stellaris: Synthetic Dawn
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Hearts of Iron IV Sign-up
  • Europa Universalis III Complete
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Stellaris: Galaxy Edition
Rather than tinkering with the max width allowed before penalties, I think I would rather see a harder cap on the allowed width of a divisional template. In real life, there was a limit on the size of a unit that a divisional commander can actually control during ww2. At a certain point control bogs down just due to informational overflow. 40 width is bad enough, but having a 60 width division where you have 5 brigade sized regiments of 20 or more battalions reporting to one divisional staff is asking for info overload. And I pity the poor G4 trying to supply this beast.

I think it would be better to reduce the allowed template size to better reflect ww2 reality as part of a larger overall revision of doctrines, land combat, and supply.
Yes but you could also increse the base width of all units by 6/4 and everthing would be the same as now but we would have more unit possibilities that fit the ideal combat width.
 

DukofDeth

Lt. General
37 Badges
Nov 20, 2015
1.302
1.064
  • Darkest Hour
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III Collection
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV
  • Hearts of Iron III
  • For the Motherland
  • Arsenal of Democracy
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Sorry, I wasn't disagreeing with your point. There have been mods that tried to address AI division spam by prompting the AI to trend toward larger width divisions, but that only means the AI will build more divisions that are bigger and burn through its manpower even quicker. Imagine an AI-run US that had little more than its starting navy because all of its manpower had been put into the divisions "needed" to defend against the ambitions of Mexico [possible since MtG, but not when I last saw this happen] or to ensure that those disgustingly liberal ideas embraced by those crafty Canadians were not imported into the pure, unsullied heart of America.

I might have thought to mention where I was coming from with that rant, but I was already feeling over-conscious of being too wordy. Personally, I myself prefer a 96/48 width system.

Taking a step back, I had another brain fart at work, and thought that instead of an active network nerfing the enemy's panning time, why let them know how much they are affected [because they're planning so slowly] and instead become privy to what those very plans are? How about some changes to the spy system so that instead of just getting a lot of mostly useless information - sure, nice to know how many divisions they have, and what not, and even what they're packing - why not let us know what the enemy is planning with those divisions?! After all, the intelligence side of the Battle of Midway is not that the USN knew ahead of time what the Japanese were sending, its that they rather certain they knew WHERE the fleet was headed, and were thus able to set a trap.

Sadly, I have no jpg's of Admiral Akbar. "Its a TRAP!"
 

Phoenix VII

Colonel
54 Badges
Jan 6, 2008
1.055
90
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Semper Fi
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • War of the Roses
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
If we're worried about meta op templates then wouldn't the best solution be to just make it impossible to make a division larger than a certain width (I think 30 width would be a good limit or maybe 25)?
 
  • 2
  • 1Like
Reactions:

ladner

Captain
39 Badges
Oct 12, 2002
378
105
Visit site
  • Age of Wonders III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Pillars of Eternity
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Europa Universalis 4: Emperor
  • Heir to the Throne
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Pride of Nations
I think I am coming around to an entirely different point of view. I think the division designer should be scrapped, this is probably an unpopular point of view. It’s pretty clear the AI cannot handle templates. The larger width units bear no relation to anything that was fielded as a division, such as 600 medium tank divisions

Having fixed balanced divisions would also impose constraints were suddenly it’s necessary to have MILs dedicated to artillery, AT, AA. Instead of the current all in on fighters and medium tanks.
 
  • 1Like
  • 1
  • 1
Reactions:

Paul.Ketcham

Shortsighted Navy Enthusiast
78 Badges
Mar 11, 2012
836
1.289
  • Europa Universalis IV: Pre-order
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Nemesis
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Dharma
  • Stellaris: Lithoids
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis III Complete
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Battle for Bosporus
  • Victoria 2
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Stellaris: Federations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis III Complete
I'd prefer if troops attacked a proportional amount of combat width, so one 40-width would attack two 20-widths simultaneously rather than just one at a time. That way, division size wouldn't impact damage unless you outnumbered an opponent.
 
  • 1Like
Reactions:

Vlad123

Lt. General
1 Badges
Feb 7, 2015
1.669
1.290
  • Crusader Kings II: The Old Gods
In my opinion the problem is not as much as the CW, but the fact that the AI, as mentioned, does not have a plan, the only idea it has is "that is the enemy! Let's shoot it down with a senseless frontal assault!", which reminds me of a Japanese anime where the team that always used this and, of course, always lost because the other teams destroyed them! The AI does the same thing, only that school, then changed tactics (with hit and run), the AI instead continues to send troops against you, sends them unnecessarily to die in theaters where it has already lost. The AI joins the alliance that is losing when the last major is at 98% capitulation ... that is, the biggest problem is not the Combati width, but, as said in other threads: troop spam and the intelligence of AI ... that is ... it hurts me to find that the AI of hoi2 is more intelligent than that of hoi4!
 
  • 1
Reactions: