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jdrou

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Dog Cavalry said:
What the game really needs are the doctrines representing a reversion to smaller, less expensive divisions. But we can?t reduce MP requirements for divisions by tech, only directly editing the DB files. Damn, we?ve had this angst before.

Hey, I just had a brainwave. Something to report in the Whacky House of Variables. What if you set the manpower requirement of a brigade to a negative value? Would it reduce the MP requirements of a division? Could we thus model the later war Triangular Divisions vs the early war Square Divisions? Reduce other values as well? Supply, and the attack and defence values?
I liked Math Guy's proposed division model scheme originally posted in Why is reinforcing so cheap? and quoted by me in the HoI2 forum. He didn't include square divisions but they could probably be added.
I sincerely hope HoI2 allows many more brigade types, they are an invaluable tool to the artful modder.

A number of undefined unit types would be brilliant as well. We could decide what they are, and what they are worth, pick some sprites for them from the vast field of sprites, etc. I can see large divisions for some countries, small divisions for others, different philosophies of militia, and any number of other uses. Hell, even camel riding bedouin irregulars which can move and survive in the deep desert, if anyone needs them.
Those would be great too.
 

Mithel

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It was mentioned that you might not want to research all techs. The problem with making techs that have "disadvantages" is that there is no way we can make the AI understand them at all to make intelligent choices. So all techs need to be at least "neutral" and not harmful to research. Thus extreme caution should be used when any tech increases supply usage - the benefit had better outweigh the cost or the AI will be making stupid choices.