Podcat, you have stated that the main motivator behind the XP system used in the Division "builder" is to act as a "hindsight break", to represent the institutional/doctrinal "inertia" of the pre-war period.
Trying to placate hindsight is ok, but I feel that the XP system misses the point by acting as a simple "division size limiter".
The revolution in land warfare seen in WWII had -nothing- to do with division sizes!
Simply adding or removing Infantry Battalions from an Infantry Division isn't an earth-shattering revolution of military affairs.
Yes, there should be a limit to the number of Templates "Active" for a given Division Type, but the Division Templates themselves shouldn't "cost" anything to draw up. (Of course they should "cost" to implement, as divisions that transition from one Template to another should enter a "reorganization" mode that makes them unfit to fight, similarly to how Brigade Type Upgrading worked in HOI3, like MOT->MECH for example).
Divisions should be as big or small as the player/AI demands (within realistic limits), with reorganization time (and maybe symbolic resource cost, outside of actual equipment/manpower pool transfers) as the only price to pay for the transition.
Again, the evolution of wartime doctrines has *nothing* to do with the size of divisions.
But that still leaves the issue of the hindsight.
Here is what I propose :
-----------------------------------------------------------
As far as Land Warfare is concerned, 3 big things happened in WWII :
1) Mobile Warfare (tanks, motorized/mechanized infantry, self-propelled support vehicles)
2) Airborne Warfare (paratroopers)
3) Amphibious Warfare (marines)
These are the 3 big areas that saw sweeping changes. These are the 3 big areas that won entire campaigns in WWII.
What I propose is instead of one unified "Land Combat Experience" variable, to instead split it into 3 :
- "Mobile Warfare Experience"
- "Airborne Warfare Experience"
- "Amphibious Warfare Experience"
Each of these variables affect the performance of corresponding units -directly-.
Thus, Barbarossa 1941 translated into HOI IV would mean that German Armored Formations are more effective than Soviet ones not due to superior equipment (*certainly not due to sheer size!!*) but due to the fact that Germany had been at war since 1939 and it had time to gain combat experience in Mobile Warfare.
But where does "hindsight" enter the picture?
Here's what I propose : Combat Experience->Doctrines->Formations/Equipment.
Germany's Great War lessons learned (Combat Experience) -> led the General Staff to seek new ways to wage war (Doctrines, Germany Path) -> which envisioned tank concentrations (Frontline Tank Battalions) and required tanks to be build according to those specifications (Equipment- Light Tanks).
By contrast, France's Great War lessons learned (Combat Experience) -> led them to develop their own doctrine (Doctrines, France Path) -> which meant tanks are restricted to Infantry Support (Support Tank Battalions) (Equipment - Light Infantry Support Tanks).
In other words, in my proposal, the reason why the player cannot simply take all of France's Tank Battalions and then mash them all together in Tank Divisions is , besides their technical specifications which are woefully unfit for mobile warfare (they're slow) , that the Doctrinal Foundations for Frontline (not Support) Tank Battalions simply didn't exist in pre-war France. France -cannot- build Frontline Tank Battalions, only Support Tank Battalions.
For that to change, the Doctrine must change -> For Doctrine to change, Mobile Warfare Experience needs to be gained -> For Mobile Warfare Experience to be gained, Germany needs to prove that Armor Concentration works (or France needs to confront Germany early).
( --- IMPORTANT NOTE !!! ---It would be wise for Combat Experience gain in peacetime for countries not yet at war to ramp up once war starts reflecting increased scrutiny at the unfolding events. That is, USA's military might be untested in 1942, but that doesn't mean USA's military didn't pay attention to the war so far )
I feel that linking <Corresponding> Combat Experience -to-> <Corresponding> Doctrine Progression -to-> <Corresponding> Formation Unlock creates an elegant, organic way of armed forces to grow.
Here's an example :
Let's say you are Japan. Now, Japan is locked in the same Tank Doctrine as France : Infantry Support. You can only build Support Tank Battalions, not Frontline.
For you to break out of this path, you need to "flex" your Mobile Warfare muscles : you need to engage in combat with your Cavalry/Motorized Formations + Attached Recon Tankettes/Armored Cars. That's your first, primitive, taste of mobile warfare. Once you've "flexed" enough, a "transitional" Doctrine unlocks whereby you can now use Tankettes as Frontline Battalions and you create your first "proto-armored"/"proto-mechanized" division with Motorized Infantry + Tankettes. Use those a bit as well and now you can graduate to "full" Mobile Armored Warfare.
Or another example. Let's say you're Germany. Your Amphibious Warfare Experience isn't very good and you can't field Marine Formations. To fix that, you'll need to use regular infantry and storm some beaches, gain some hands-on experience that you can then formalize into a Doctrine which unlocks Marine Infantry Battalions.
-----------------------------------------
Podcat, what I wrote above might be found useful, or it might be considered utter drivel.
But please,please,PLEASE do not link Division Sizes to Combat Experience.
Combat Experience restricting Division Types? Yes! Certainly! Scenarios like "France cannot yet implement a Frontline Tank Battalion Template" ? Absolutely welcome. "Germany cannot yet build Marines because it lacks Combat Experience"? Of course.
But... "You can field Infantry Divisions with 2 Support Battalions but not 3, because for 3 Support Battalions you would need Heinz Guderian to whisper in your General Staff's ear", that's just silly.
HOI IV should not rely on Division Size restrictions (outside of common-sense realistic ones) for hindsight balance. HOI IV should rely on Division TYPE restrictions instead.
If victory in HOI IV is brought about the fact that I could give my Infantry Divisions extra battalions instead of effective use of Armored/Airborne/Marine + (Airforce/Navy), then that HOI IV is badly implemented.
Please, again, do not link Combat Experience to division sizes, but division types. Division sizes should be "free floating" within sensible limits.
Thank you for reading.
Trying to placate hindsight is ok, but I feel that the XP system misses the point by acting as a simple "division size limiter".
The revolution in land warfare seen in WWII had -nothing- to do with division sizes!
Simply adding or removing Infantry Battalions from an Infantry Division isn't an earth-shattering revolution of military affairs.
Yes, there should be a limit to the number of Templates "Active" for a given Division Type, but the Division Templates themselves shouldn't "cost" anything to draw up. (Of course they should "cost" to implement, as divisions that transition from one Template to another should enter a "reorganization" mode that makes them unfit to fight, similarly to how Brigade Type Upgrading worked in HOI3, like MOT->MECH for example).
Divisions should be as big or small as the player/AI demands (within realistic limits), with reorganization time (and maybe symbolic resource cost, outside of actual equipment/manpower pool transfers) as the only price to pay for the transition.
Again, the evolution of wartime doctrines has *nothing* to do with the size of divisions.
But that still leaves the issue of the hindsight.
Here is what I propose :
-----------------------------------------------------------
As far as Land Warfare is concerned, 3 big things happened in WWII :
1) Mobile Warfare (tanks, motorized/mechanized infantry, self-propelled support vehicles)
2) Airborne Warfare (paratroopers)
3) Amphibious Warfare (marines)
These are the 3 big areas that saw sweeping changes. These are the 3 big areas that won entire campaigns in WWII.
What I propose is instead of one unified "Land Combat Experience" variable, to instead split it into 3 :
- "Mobile Warfare Experience"
- "Airborne Warfare Experience"
- "Amphibious Warfare Experience"
Each of these variables affect the performance of corresponding units -directly-.
Thus, Barbarossa 1941 translated into HOI IV would mean that German Armored Formations are more effective than Soviet ones not due to superior equipment (*certainly not due to sheer size!!*) but due to the fact that Germany had been at war since 1939 and it had time to gain combat experience in Mobile Warfare.
But where does "hindsight" enter the picture?
Here's what I propose : Combat Experience->Doctrines->Formations/Equipment.
Germany's Great War lessons learned (Combat Experience) -> led the General Staff to seek new ways to wage war (Doctrines, Germany Path) -> which envisioned tank concentrations (Frontline Tank Battalions) and required tanks to be build according to those specifications (Equipment- Light Tanks).
By contrast, France's Great War lessons learned (Combat Experience) -> led them to develop their own doctrine (Doctrines, France Path) -> which meant tanks are restricted to Infantry Support (Support Tank Battalions) (Equipment - Light Infantry Support Tanks).
In other words, in my proposal, the reason why the player cannot simply take all of France's Tank Battalions and then mash them all together in Tank Divisions is , besides their technical specifications which are woefully unfit for mobile warfare (they're slow) , that the Doctrinal Foundations for Frontline (not Support) Tank Battalions simply didn't exist in pre-war France. France -cannot- build Frontline Tank Battalions, only Support Tank Battalions.
For that to change, the Doctrine must change -> For Doctrine to change, Mobile Warfare Experience needs to be gained -> For Mobile Warfare Experience to be gained, Germany needs to prove that Armor Concentration works (or France needs to confront Germany early).
( --- IMPORTANT NOTE !!! ---It would be wise for Combat Experience gain in peacetime for countries not yet at war to ramp up once war starts reflecting increased scrutiny at the unfolding events. That is, USA's military might be untested in 1942, but that doesn't mean USA's military didn't pay attention to the war so far )
I feel that linking <Corresponding> Combat Experience -to-> <Corresponding> Doctrine Progression -to-> <Corresponding> Formation Unlock creates an elegant, organic way of armed forces to grow.
Here's an example :
Let's say you are Japan. Now, Japan is locked in the same Tank Doctrine as France : Infantry Support. You can only build Support Tank Battalions, not Frontline.
For you to break out of this path, you need to "flex" your Mobile Warfare muscles : you need to engage in combat with your Cavalry/Motorized Formations + Attached Recon Tankettes/Armored Cars. That's your first, primitive, taste of mobile warfare. Once you've "flexed" enough, a "transitional" Doctrine unlocks whereby you can now use Tankettes as Frontline Battalions and you create your first "proto-armored"/"proto-mechanized" division with Motorized Infantry + Tankettes. Use those a bit as well and now you can graduate to "full" Mobile Armored Warfare.
Or another example. Let's say you're Germany. Your Amphibious Warfare Experience isn't very good and you can't field Marine Formations. To fix that, you'll need to use regular infantry and storm some beaches, gain some hands-on experience that you can then formalize into a Doctrine which unlocks Marine Infantry Battalions.
-----------------------------------------
Podcat, what I wrote above might be found useful, or it might be considered utter drivel.
But please,please,PLEASE do not link Division Sizes to Combat Experience.
Combat Experience restricting Division Types? Yes! Certainly! Scenarios like "France cannot yet implement a Frontline Tank Battalion Template" ? Absolutely welcome. "Germany cannot yet build Marines because it lacks Combat Experience"? Of course.
But... "You can field Infantry Divisions with 2 Support Battalions but not 3, because for 3 Support Battalions you would need Heinz Guderian to whisper in your General Staff's ear", that's just silly.
HOI IV should not rely on Division Size restrictions (outside of common-sense realistic ones) for hindsight balance. HOI IV should rely on Division TYPE restrictions instead.
If victory in HOI IV is brought about the fact that I could give my Infantry Divisions extra battalions instead of effective use of Armored/Airborne/Marine + (Airforce/Navy), then that HOI IV is badly implemented.
Please, again, do not link Combat Experience to division sizes, but division types. Division sizes should be "free floating" within sensible limits.
Thank you for reading.