• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(132822)

Corporal
2 Badges
Jan 22, 2009
25
0
  • Darkest Hour
  • Hearts of Iron III
I was looking at my Eastern front and thinking, NOTHING HAPPENS. Not a shot is fired!

There were a few million people in arms, many thousands of tanks and planes and nobody was doing anything, other than a few poxy Soviet CAS.

When units are in contact, there is constant activity. It is low-key compared to a major assault, but patrols are searching each-other out, prisioners are being taken, hills and artillery observation positions are being fought over. Artillery is sending some love across the front, and getting some in return as counter-battery fire ensues.
Sometimes the action is at the platoon or company level, but things are happening.

My suggestion:
1 - units in contact with the enemy should have a constant, small drain of manpower.

2 - there should be some combat events occasionally. Those supplies being spent are ACTUALLY being spent - and fired.
This represents small battles, but over an entire front it matters.
Weather will greatly influence this (a lot less in bad weather)

2 - intelligence will be taken and the units will have a probability to identify those across them.

3 - if the leaders are very different in skill, the best leader will accumulate some bonus as he reckons the area properly and gains a better picture of the situation, and also by taking and holding good defensive ground. This would appear as a bonus - say an extra 5-10% after a while.

4 - numerical advantage matters, but a LOT less. The action will be at small-sized unit range, which means both sides will be far more even in this sort of fight.

5 - the actions will alternate randomly between defender and attacker, because at that level even the one in inferiority may be the one sending aggressive patrols and provoking fights.
 

Bob Ilyani

Someone
85 Badges
Feb 8, 2009
712
1
  • Victoria 2: Heart of Darkness
  • Europa Universalis III Complete
  • Leviathan: Warships
  • The Kings Crusade
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Snowfall
  • Stellaris
  • Europa Universalis III
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis 4: Emperor
  • The Showdown Effect
I was looking at my Eastern front and thinking, NOTHING HAPPENS. Not a shot is fired!

There were a few million people in arms, many thousands of tanks and planes and nobody was doing anything, other than a few poxy Soviet CAS.

When units are in contact, there is constant activity. It is low-key compared to a major assault, but patrols are searching each-other out, prisioners are being taken, hills and artillery observation positions are being fought over. Artillery is sending some love across the front, and getting some in return as counter-battery fire ensues.
Sometimes the action is at the platoon or company level, but things are happening.

My suggestion:
1 - units in contact with the enemy should have a constant, small drain of manpower.

2 - there should be some combat events occasionally. Those supplies being spent are ACTUALLY being spent - and fired.
This represents small battles, but over an entire front it matters.
Weather will greatly influence this (a lot less in bad weather)

2 - intelligence will be taken and the units will have a probability to identify those across them.

3 - if the leaders are very different in skill, the best leader will accumulate some bonus as he reckons the area properly and gains a better picture of the situation, and also by taking and holding good defensive ground. This would appear as a bonus - say an extra 5-10% after a while.

4 - numerical advantage matters, but a LOT less. The action will be at small-sized unit range, which means both sides will be far more even in this sort of fight.

5 - the actions will alternate randomly between defender and attacker, because at that level even the one in inferiority may be the one sending aggressive patrols and provoking fights.

1. This would make it impossible to run a war. A constant drain of manpower would render, let's just say, Barbossa, impossible.

2. Occasionally. Unless you want a combat event firing every 10 seconds, this won't effect gameplay too much.

3. And? So? Does an infantry division become better at killing infantry or tanks if they no that they are in a different territory?

4. HoI is a game about great military conflicts. That's why it's called a "Grand Strategy" game. If you want a game about WW2 squad-based fighting, play Company of Heroes. HoI is about the massive battles of WW2 and experiencing them as a nation, not small squad battles.

5. What is this supposed to mean? That events will be going on for both sides? To much micro in closing all those boxes. :rolleyes:

Nice try, but I don't want HoI3 to be a squad-based game. Controlling massive armies is fine by me, and, while someone may put what you said in a mod or something, it's not for me. I like the feeling of massive armies clashing on the front lines.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
3 - if the leaders are very different in skill, the best leader will accumulate some bonus as he reckons the area properly and gains a better picture of the situation, and also by taking and holding good defensive ground. This would appear as a bonus - say an extra 5-10% after a while.
Don't we already have dug defensive in bonus in HoI2? IIRC its even 20%.
 

Volt

Captain
62 Badges
Jul 11, 2005
491
0
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Stellaris: Federations
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
I agree a slight frontline attrition modifier would be a good addition. But it really should be rather small - after all, there most of the time life on the front is rather quiet.
 

Luka

Lt. General
13 Badges
Nov 13, 2002
1.455
0
www.euriskostudios.com
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Victoria 2 Beta
I would imagine that casualties from disease and general ill health would probably cause a more significant drain on manpower. I could be wrong though. Having said that I would oppose the idea of a steady front line attrition, unless this is already accounted for in regular attrition?
 

unmerged(41034)

First Lieutenant
Mar 7, 2005
269
0
I think its correct that if you place artillery brigades on your divisions it would apply attrition to enemies you border, thus justifying artillary. you shouldnt have to actually place your units into attacking to use artillary



How many posters in the HOI2 forums say they never use artillary brigades because they dont justify the expense?
 

jocke_p

Second Lieutenant
11 Badges
Nov 13, 2008
180
0
  • Hearts of Iron III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Cradle of Civilization
I think its correct that if you place artillery brigades on your divisions it would apply attrition to enemies you border, thus justifying artillary. you shouldnt have to actually place your units into attacking to use artillary

An artillery brigade is just a concentrated artillery unit, one thing to remember though is that many other brigades/regiments had organic artillery components historically. That would mean that most divisions without a dedicated artillery brigade should also be able to hurt the enemy without "attacking". That would support the idea that enemy divisions next to eachother should hurt eachother continuesly.

Personally i do not like such a feature as this would suggest that artillery resources where expended on a daily basis by all units at the front. I think it should be up to the player to "probe" the frontline by actually ordering attacks now and then.

Divisions with dedicated artillary brigades should instead trigger combat events like "preliminary/defencive bombardment" every now and then, in both attack and defence.This could give the division a combat bonus for 2-4 hours.
 

Kernest

Colonel
22 Badges
Feb 20, 2009
866
0
  • Hearts of Iron III
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • BATTLETECH
  • Crusader Kings II: Monks and Mystics
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
I´d like the idea if you have artilleries, you could choose mission with your troops that increases attrition on enemy front, all units had some artillery with them, but ones without actual brigades of artillery would cause lot less attrition to enemy.
Actually most "supplies" used by armies, when not on offensive but rather sitting and holding positions, were food so that there should be no constant battle just so that they use all the bullets they get.
Maybe they should "stock up" the supplies they don´t use so that we can see better fighting even if encircled (i think they were planning to put this some way already)
 

Fielding

Captain
14 Badges
Oct 21, 2005
432
5
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • 500k Club
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
1. This would make it impossible to run a war. A constant drain of manpower would render, let's just say, Barbossa, impossible.

But Barbarossa was a constant drain of manpower, and arguably one of the main reasons Germany lost the war. Even in the early 'good' days, when the German army was advancing rapidly, they suffered much higher manpower losses than in any of the earlier campaigns in Poland, France or the Balkans.

I'm not sure about some of the OP's other suggestions, but a small drain on manpower for units in contact (i.e. adjacent) with the enemy is a great idea, I think. As it is, in HoI2 Barbarossa is just way too easy, and anything HoI3 can do to make the game more realistic (while still being playable, of course) would be welcome.
 

unmerged(56754)

Rule Britannia
May 7, 2006
3.409
3
Actually, a small drain on manpower sounds like a good idea, it would make moving my Panzer divisions to France to refit a good idea. Instead I can just sit them in Odessa, and their fine, despite Soviet artillery just across in the next province.
 
Jan 6, 2009
689
0
I like the idea - its not only battles - there was constant engages on a level that can not be simulated:
- small probes
- patrols
- taking prisoners missions
- recon through combat
- infiltration
Front lines were not peaceful, soldiers didnt just stand there and looked at each other. They were shooting. Even between trenches. Or sinipers firing on everybody they see.
Frontal attrition should do that.
I thing that a major nr o men were killed during this actions.
 

Bullfrog

General der Tso's Chicken
25 Badges
Mar 11, 2005
5.978
421
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • Arsenal of Democracy
  • 200k Club
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Darkest Hour
  • Hearts of Iron II: Armageddon
While the OP has a point, the accurate implementation of this feature would have nearly a negligable effect on the manpower loss of the army in HoI terms.

Things like random arty strikes and patrols would have no more than a small percentage of MP losses inflicted on the front line per division. You are speaking of such small losses that the MP drain would be .00XX per week.

Perhaps a decrease of national MP gain would work better, rather than taking it directly from the divisions? This would simulate attrition on all levels, including loss from the front due to low level fighting. It would include accidents, discharges, sickness and other non battle losses as well. Of course the amount lost would have to be based on various factors like climate, terrain and the extensiveness of the front and the amount of fielded divisions or total MP...

But modeling such low level attrition as is presented in the OP is beneath HoI's scope. I would prefer all of it to be lumped together, so basically an enhanced model of attrition that we have in HoI2.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
Things like random arty strikes and patrols would have no more than a small percentage of MP losses inflicted on the front line per division. You are speaking of such small losses that the MP drain would be .00XX per week.
If a single soldier dies from attrition per day in each division (one squad a week) and you have 200 divisions on the front lines, then thats 200men or 0.2manpower per day, 20% of Germanys ENTIRE manpower income or 10% of Soviets. No matter how your counting its to large to ignore, more effect than most ministers.
 

Jmland

Colonel
26 Badges
Jul 19, 2003
860
50
  • Crusader Kings II: Conclave
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Easy to impliment

New ground forces mission(s)

Arty bombardment- shell enemy unit in contact, costs extra supplies, inflicts a randomly small amount of casualties /hour (something like 0 to .001-completely arbitrary numbers). You can set the mission like "anti partisan duty", and leave it alone. The key point is that the enemy can do the same to you. Can be used to support adjacent units attacks (similar to air units targeting units in combat now), and does not cause the unit to leave it's well built and extensive entrenchments, as no movement is involved.

Aggressive Patroling-Additional supplies used, and small random amount of casualties to both sides. Possibility to generate some random combat based event (don't ask me what, just a suggestion). Probably the unit could get some small (possibly random) experience gain out of this also.
 

Bullfrog

General der Tso's Chicken
25 Badges
Mar 11, 2005
5.978
421
  • 500k Club
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • Arsenal of Democracy
  • 200k Club
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Darkest Hour
  • Hearts of Iron II: Armageddon
If a single soldier dies from attrition per day in each division (one squad a week) and you have 200 divisions on the front lines, then thats 200men or 0.2manpower per day, 20% of Germanys ENTIRE manpower income or 10% of Soviets. No matter how your counting its to large to ignore, more effect than most ministers.

But I did not say it should be ignored. I just said it should be lumped into attrition as we know it from HoI2. Making a whole mechanic just for this is only going to add further strain to the engine. My poor PC is already on its last leg.
I am sure that attrition from weather, regular sickness, etc. would cause far more indirect casualties than the company and below daily operations. IMO, it is more important to model those things if we are trying for accuracy. If HoI2's attrition could be made more serious, would you not include the OPs idea into it?
 

Jmland

Colonel
26 Badges
Jul 19, 2003
860
50
  • Crusader Kings II: Conclave
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Hearts of Iron III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
If a single soldier dies from attrition per day in each division (one squad a week) and you have 200 divisions on the front lines, then thats 200men or 0.2manpower per day, 20% of Germanys ENTIRE manpower income or 10% of Soviets. No matter how your counting its to large to ignore, more effect than most ministers.

German losses were far far higher than this, at least after Sept 41. One of the reasons that the entire german establishment was severely understrength from 42 onward. Most german units were lucky if they could muster 70% of TO&E authorized strength. This caused the German High Command to prioritize reinforcements to specifiic units/sectors, which lead to the Stalingrad/Caucus campaign, rather than a general front-wide summer 42 offensive on the Eastern front.

I agree that the numbers of new soldiers coming availible each day/month/whatever needs to be looked at, because in my opinion, they are way too low for a nation in "full mobilization of the population" like the Sov's were, and the Germans were in 44-45. The problem is balance, as the US can throw everything off. Historically, the US planned for 100 divisions (89 actually formed and deployed), but this used up a total of approx 2.4 million (2384 MP in HOI terms). The US (in HOI) can easily triple that number without hitting a MP shortage, and probably go higher if they ignore naval and air building. If the US were to go into something similar to full mobilization like the Sov's or Germany had to do, easily 500 divisions, based on population and industrial capacity.

The point I'm trying to illustrate is that I think PI intentionally kept the MP low for everyone so as keep exploits out. If you were to consider Nat China's population and the number of militia divisions that this population could field, I think you get the picture.