Also for all the innovations in UI design (just look at what a convoluted mess HoI3 was), the game is still pretty opaque. EU4 has some nice quality of life features that could be borrowed, such as warning you about the combat penalty when you are about to attack across a river. The division template designer could have some ways to gently nudge new players into creating good, balanced divisions, too, such as warning them if the division template they've designed has very low organization, for example.Yeah. New players losing to the AI doesn't really mean that the AI is super good. It means that the players are bad. The question shifts into why new players are bad, and that is mostly because the learning 'curve' is practically a line going straight up, because there are so many complicated systems, and the tutorial is... lacking.
Heck, you could even, and I don't know how much processing power this will take, see a "ghost" combat arrow when you select one of your divisions and hover your mouse button over an adjacent enemy division, with an estimate of how well the battle is going to go. Like, if you consider attacking a city on a hill and you see a red arrow and the number "14", you'll probably reconsider that attack. If the game could then even subtly tell you exactly why the attack is a good or bad idea (such as with small icons for things like River Crossing, Forts, Terrain, etc., or a tooltip with a bullet list of pros and cons, appearing next to the ghost combat arrow if you hover over the target for more than a second), that could be incredibly helpful to the newbies.
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