Balance issue between Germany and USSR -or an overconcerned powergamer?

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songee87

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This analyze is built on two games, one playing germany up to the fall of france in october -39 , one as USSR until -42. What i aim to describe is the conditions which will effect the balance in multiplayer, where germany and USSR are played by roughly equal players. I compare to arma 1.2 but also to EIR.

It's been said that USSR is overpowered in arma (and possibly all of the vanilla versions of the game). There might be some truth in this, so i'm not all negative to a decrease in ussr. power. I do believe AoD has brought that too far. Here are the observations which has led me to this conclusion.

1) RESOURCES. Developers cut down on resources, completely eradicating the vast energyincome given by some siberian provinces, for example. I believe this is a thing made generally all over the world, to model a less over-saturated market. Germany however (who didn't have as much in arma either) seems roughly untouched. USA might have been decreased, though i haven't played them. I assume this because the allies seem pretty dry on rares from late -38 and onwards, in trade. For germany, this means a bit more scraping and begging to get the needed resources. For USSR (who doesn't really have any trading-partners except equally resource-hungry germany) this means less IC can be sustained. EDIT. USSR resource income 1936 in AoD compared to arma 1.3: ENERGY 800 -> 570 METAL 400 ->261 RARES 193 -> 165

2) STACKING PENALITY. While not at all a bad thing in itself (one of the worst things in vanilla was always the superstacks), it does change the balance on the eastern front. USSR's strength lies in manpower and generally it has a larger army of less quality than germany. Therefore this penality will probably be more hindering for USSR than germany.

3) IC. I've mentioned resources as a limiting factor for USSR in 1). But that's not all there is to it. New national ideas give an increased effectiveness. For germany this nets a nice +15% in -36. Combined with a 10% bonus on industrial construction, means you can afford to build industries in _every_ province owned. Do this for two runs, and you'll have around 400-450 eff. IC in late 37, possibly reaching close to 500 after anschluss and munich events. Meanwhile they also added an infrastructure modifier (again not a bad idea in itself) which eats away 10% of USSRs IC, and doesn't really effect germany at all due to the high infra levels. EDIT also added an "occupied territory" modifier. Not huge, but if USSR falls back to smolensk and along that river-line, it'll be another 10% base IC lost. This adds to imbalance since the war between USSR and germany will most likely be decided on USSR ground. If german land to any larger extent gets occupied, that probably means the war is over anyway. Yet again the idea in itself is good, it's likely to have bad effects on a country to have most of it's densely populated areas occupied. But it further weakens the USSR.

4) MANPOWER. Germany's old time weak point. There are now a few national ideas helping out in this field. If maxed out (though in that case you will lose the IC-modifiers ofc) it can give up to 45% extra manpower!! It's a nice extra dimension to choose between different bonuses (resources, retooling-bonus, IC and Manpower). But it is, as far as i can tell, added on top on what all the nations already had. This might not only lead to less balance, it also simply enlarges all forces in the game, who already in arma where unhistorically big.

5) TRADE. A minor concern, since this one is harder on germany as well. But if trade is more difficult for germany now that it no longer can haggle 45-65% deals, it's almost impossible for USSR. They have to pay loads of money, wich they earn less of to start with because of maxed planned economy. I buy the idea of ussr as a pariah that nobody really wants to trade with, however with the decrease in resources (see 1) ) it does have an impact.

6) SLIDERS. Lastly another minor issue. Now sliders are no longer only movable once a year, but rather can be rushed at a dissent cost. Germany is the only country that regularly and at roughly fixed dates (and therefore predictable) get dissent reducing events. The reduce in dissent is smaller now (-4, -3 etc instead of -10) but it's still there. Combined with the now easier and cheaper dissent-reducing system, it's not hard for germany to max out planned economy and get a fair distance on standing army before war breaks out. USSR on the other hand is the only country which regularly gets dissent increasing events, so they probably have enough to worry about in that area already without rushing sliders. Therefore this is yet another field where germany gets a slight advantage (probably a little less than 1 slider-move more up to -41).

EDIT 7) LAND DOCTRINES. In vanilla german land doctrines have high org and lower morale (which governs rate of re-orging). It is also peaking in power 39-41. USSR doctrines are inferior in org but higher morale (meaning armies will re-organize and be ready for new operations quicker). Starts weaker but steadily gaining, and by 43 is a strong doctrine-tree. However their morale bonus is now 40 lower (reduced in 4 different techs, increased in one). As a comparative number, the german total morale is 50. USSR armies might have re-gained their org too fast in arma, though it was nothing i myself have noticed. However it's another aspect where USSR has been weakened compared to germany, and further adds to the imbalance of the two. Thnx to Alexgorik who noticed the change.


Finally a comment on the nature of these observations. They are strictly limited to the scope of germany vs. ussr. I believe western allies are also strenghtened in the new system, and i don't know to which extent they have lost resource income. I also don't know what their national ideas give. When invading France in october -39 they had approx. 4-5 medium tank divs. That's stronger than they usually are. Also Canada had 8 TACs. This might balance things Axis vs. the rest, but when the big battle in the east starts, it still won't change the fact that USSR likely will be badly outgunned.

If anyone has experience from allied countries/japan/italy, and what impact the new system has on them, please respond to this thread.

Finally suggested changes:
Return some/all of the deleted USSR resources. Reduce german starting IC base a little. Reduce IC eff. for _all_ countries. Reduce manpower base for germany a little.

Regards
Milkman
 
Last edited:

gianlucad

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Something I noticed, wich is really weird, is that when you beat france, and start moving your troops to the SU-GER border, the USSR dow's you, and that never happened on HoI2...
 

Lennartos

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ok - this is going to be a short one
I just lost my entire post ;)

1) All majors got rebalanced to historical levels.
Some where close - some where way off..
USSR got a big cut to resources in general, but can still sustain 250IC continuusly, without trades.
German got a big cut in metal and rares, and can contain 135 IC continuusly, without trades.

2) Well historicallt the USSR did have a hard time stopping the initial german advance. However once you wear down the initial high org, use the higher org regain of human wafe to push them CONTINUUSLY back to berlin.

It can be argued however about the arteficial GDE reduction is now obsoltete, since the combat simulation actually simulates USSRs troubles quite realisticly.

3+4) please check out 1.03 as the ideas have been rebalanced a lot.

6) Point taken - possible powergaming is an issue there.

7) see 2 - with the original numbers USSR had regained org in 2-3 days - thats a bit quick ;)

What makes USSR unique is that they reduced consumer goods to practically 0 - their peple starved - but they accepted that reality and pumped weapons out like there was no tomorrow - with IC reaching a all time low.
Pherhaps we should take a look at CG usage and not give an automatic reduction when at war like now, but tie it to a national unity value.... (giving USSR the option to drive CG to 0 for extended periods without breaking the country, while the west has to keep investing large amaount of IC to CG)..

On the other hand we might already have a simulation for that - as dissnt doesnt reduce IC until it hits a certain point.
 

Porkman

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On the other hand we might already have a simulation for that - as dissnt doesnt reduce IC until it hits a certain point.

Doesn't dissent always reduce IC by affecting the province efficiency?
 

Titan79

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1) All majors got rebalanced to historical levels.
Some where close - some where way off..
USSR got a big cut to resources in general, but can still sustain 250IC continuusly, without trades.
German got a big cut in metal and rares, and can contain 135 IC continuusly, without trades.
Lennart, do you think a similar thing could be done to reduce the often exaggerated amount of divisions in game? Maybe increasing their IC cost by some 25-30%?
 
Aug 22, 2007
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I'm not sure if it's the same for you but when I'm playing Poland or Communist China (just got the game recently) I'm bloody ALWAYS trading at a defecite compared to the AI.


And alot more than the -20% modifier that I have. Even tried to trade without it, still bad.


Also yeah, I agree, the USSR is slightly to weak now compared to in real life. Let's remember something here, Stalins 5 year plan was already done, Hitler's was beginning in 1935.

So yeah, bad move from Paradox in my opinion.


The Soviet Union has always has always had resources to spare and sell, illustrated by the fact that it sold to Germany, it's bitter enemy,


I would have liked most of these "balancing" changes to have been made at a lesser degree. The only one I do agree with is increasing german organization regain. They were fast to re-organize. And had high morale.


Perhaps a way to counter-balance all of this is to manually remove the low GDE modifier for the Soviets that otherwise keeps increasing every year after 1940. make it equal to germanies. Now that germany has goten the boost it should have had in the past?
 

Mjarr

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Lennart, do you think a similar thing could be done to reduce the often exaggerated amount of divisions in game? Maybe increasing their IC cost by some 25-30%?

Beter would be to reduce the costs somewhat (10-20%, depending on unit, sometimes meaning only 0.5 reduction) but increase buildtimes; the ones I've been using with modifications (not taking hawk lobby, assembly lines or gearing bonus into account but even they're more or less balanced so it still takes some time to pump units out) is about 5 months for regular infantry, 6 for cavalry and motorized, around 7 for mechanized, marines, paras and mountain, 9 for armour 6-7 for int\ftr\CAS, 8-9 for tac, nav and str.

Only problem with this might be that it would require own option added in the pre-scenario options to use standard buildtimes or more 'realistic' ones, as this combined with some other minor modifications and suddenly people might have problems playing the game as they would be struggling just to have reasonable army in the first place. So far one co-op game that's currently in May '41 the AI works quite well with it and the guy I'm playing with (new to the game, bought it after I hyped him to death :p) has found it very enjoyable and adds more depth to your strategies aswell as you might be facing the situation that you can't defend everything as you could normally do.

Also, it would give more emphasis on long term planning as you can't raise effective army in just one single year unless you want to concentrate only on certain part of your army which doesn't really help you most of the time.
 

Alex_brunius

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I always thought about balance USSR by giving their doctrines a much steeper (and earlier) reduction in cost of ARM aswell, after all they not Germany built by far the most tanks.

Some sources say that USSR had 20'000 tanks ready for Barbarossa. Thats one hell off alot of ARM divisions, even if loads off them are very obsolete.