So I understand that the AI is coded to "spam" divisions because if it didn't then it would lose, and I also know this is a common topic. That being said, there NEEDS to limit to number of divisions a nation can field. Little El Salvador shouldn't be able to field 40 dang divisions. It gets to the point where in some games the main problem the player has is that there a just so. many. divisions. on the map that if hurts the games performance. It also hurts the strategy portion of the game, where every division is precious and having to peel couple off off of one front is serious decision. AI Division spam has become such a problem that if I ever stopped playing this game; this would be the reason.
The AI spam issue isn't the best solution to the problem. As a developer you don't want the AI to lose every time against the player, its just bad; however, since this is a historical game, divisions ABSOLUTELY NEED to have move value rather than being numbers. This is Paradox's crux. They have to make a game that can technically simulate history, but they also have to make a game that allows the player a relatively different outcome every time. In doing this, they found that the AI need help winning the game. To this end they coded it to spam divisions to help. This is best they could do as a "band-aide". While not the ideal solution, it helps, the AI. To the player, its frustrating, enraging, and confusing. In trying to avoid repetition, Paradox forced the players into a game of encirclement. Every game comes down to how big your encirclement are and how many you have. It becomes numbing at a certain point. Every game I create the same tank template, and work to encircle a different, poor nation's divisions. At a certain point, it loses its fun. For a beginner, they could easily get discouraged by the sheer number of divisions in the late game that it could get them frustrated or confused as to how the AI got so many. I'm seriously hoping the devs address this in 'Barbarossa' as a Soviet improvement would great time to address army logistics and numbers. Personally I feel like that if this problem isn't addressed soon, its going to possibly get worse, as more nations get manpower buffs, thus allowing even larger armies. The problem needs to be solved now, before it gets worse.
1) Manpower laws are tied to a division cap. - As you drain your manpower, you can recruit more divisions; but this is the side affect, as you keep going you'll have less and less manpower to reinforce. (I would decrease the time for manpower reinforcement (To simulate these men undergoing basic training and begin deployed) (To prevent changing manpower laws from feeling like an injecting of steroids to your nation))
2) A solid, hard, coded, cap to divisions - A solid numerical cap to divisions for both the player and AI, that can grow as you grow. You cannot have more divisions than the cap.
3) A "force-limit" - This force limit would be based on civilian factories and national manpower. Exceeding the force limit would have economic and logistical penalties.
4) More solid caps to manpower laws - AI likes to "jump the gun" on manpower laws. This in turn allows them to early-on spam. Blocking increases in manpower laws until you have 1% manpower left, should help delay the division spam.
The AI spam issue isn't the best solution to the problem. As a developer you don't want the AI to lose every time against the player, its just bad; however, since this is a historical game, divisions ABSOLUTELY NEED to have move value rather than being numbers. This is Paradox's crux. They have to make a game that can technically simulate history, but they also have to make a game that allows the player a relatively different outcome every time. In doing this, they found that the AI need help winning the game. To this end they coded it to spam divisions to help. This is best they could do as a "band-aide". While not the ideal solution, it helps, the AI. To the player, its frustrating, enraging, and confusing. In trying to avoid repetition, Paradox forced the players into a game of encirclement. Every game comes down to how big your encirclement are and how many you have. It becomes numbing at a certain point. Every game I create the same tank template, and work to encircle a different, poor nation's divisions. At a certain point, it loses its fun. For a beginner, they could easily get discouraged by the sheer number of divisions in the late game that it could get them frustrated or confused as to how the AI got so many. I'm seriously hoping the devs address this in 'Barbarossa' as a Soviet improvement would great time to address army logistics and numbers. Personally I feel like that if this problem isn't addressed soon, its going to possibly get worse, as more nations get manpower buffs, thus allowing even larger armies. The problem needs to be solved now, before it gets worse.
1) Manpower laws are tied to a division cap. - As you drain your manpower, you can recruit more divisions; but this is the side affect, as you keep going you'll have less and less manpower to reinforce. (I would decrease the time for manpower reinforcement (To simulate these men undergoing basic training and begin deployed) (To prevent changing manpower laws from feeling like an injecting of steroids to your nation))
2) A solid, hard, coded, cap to divisions - A solid numerical cap to divisions for both the player and AI, that can grow as you grow. You cannot have more divisions than the cap.
3) A "force-limit" - This force limit would be based on civilian factories and national manpower. Exceeding the force limit would have economic and logistical penalties.
4) More solid caps to manpower laws - AI likes to "jump the gun" on manpower laws. This in turn allows them to early-on spam. Blocking increases in manpower laws until you have 1% manpower left, should help delay the division spam.
- 10
- 1