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hellfish6

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For the past couple weeks I've been tinkering with some ideas of how to revamp the units for HoI3.

1. Purpose

I love Hoi2. However, I've always thought that combat - the core element of the game, was pretty generic. Any two countries will have the opportunity to construct the exact same divisions - combat more a matter of research capability to see who gets the newer technology first than it is a matter of showing how the different countries organized and fought with their militaries. I understand that the doctrines were supposed to be the deciding factor to explain why the Germans could outperform the Poles, British and French early in the war. This, in my humble opinion, is insufficient.

The CORE and HIP mods make an attempt to rectify this - CORE offers "small" divisions for the countries that had them (i.e. Italy) and HIP offers differing costs for divisions based upon historical values (Japanese divisions are cheaper to build than American divisions). As well intentioned as these systems are, they exist in a flawed context and are merely stop-gap measures to fill a void in a system that doesn't properly simulate national military strategies. In the end, the divisions are still generic.

2. Proposal

I've made an excel file outlining the most common types of military components that make a division in WWII. My proposal is that the player, who can often spend long stretches of game time doing nothing, be allowed to create his/her own customized divisions. Of course, there should be templates and default divisional structures available for those that don't want to make their own.

The idea is that you start with a group of components - hereafter referred to as battalions - and assemble your divisions from them. As you discover new technology, your gain access to additional battalions to build and your existing battalions become eligible for upgrades.

3. How It Works

The following is a basic list of battalions that were widely available in 1936:

Code:
HQ and Staff Cadre

Militia Bn
Garrison Bn
MP Bn
Lt Inf Bn
Inf Bn
Marine Bn
Mountain Bn
Machinegun Bn
Engineer Bn
Recon Bn

Lt Cavalry Bn
Cavalry Bn
Lt Armored Car Bn

Tankette/Lt Inf Tank Bn
Lt Tank Bn
Med Tank Bn
Heavy Tank Bn

Lt Artillery Bn
Med Artillery Bn
Heavy Artillery Bn
Mortar Bn
Heavy Mortar Bn
Lt AA Bn
AA Bn
Heavy AA Bn

Signal Bn
Medical Bn
Horse Transport Bn
Motor Transport Bn
Logistics Bn

The following battalions are unlocked after the discovery of the relevant technology:

Code:
Airborne Bn
Glider Bn
Mechanized Bn
Lt Mechanized Bn
Mech Engineer Bn
Commando Bn
Airborne Commando Bn

Med Armored Car Bn
Heavy Armored Car Bn
Motor Cavalry Bn
Armored Cavalry Bn
Helicopter Recon Bn

Medium Infantry Tank Bn
Heavy Infantry Tank Bn
Medium Assault Tank Bn
Heavy Assault Tank Bn
Superheavy Assault Tank Bn
Superheavy Tank Bn
Amphibious Tank Bn
Airborne Tank Bn
Main Battle Tank Bn

Lt Antitank Bn (towed)
Antitank Bn (towed)
Lt SP Tank Destroyer Bn
SP Tank Destroyer Bn
Heavy SP Tank Destroyer Bn
Medium SP Artillery Bn
Heavy SP Artillery Bn
Superheavy SP Artillery Bn
Rocket Bn (towed)
SP Rocket Bn
Heavy SP Rocket Bn
Lt SP AA Bn
Medium SP AA Bn
Heavy SP AA Bn

Heavy Motor Transport Bn
Helo Transport Bn
Ordnance Bn
Amphibious Transport Bn
Armored Amphib Transport Bn

Each battalion has specific costs, benefits, stats and modifiers that when combined into a divisional structure affect the entire organization - some of these are cumulative effects, some of them are total effects (i.e. HA value of a division is a cumulative effect from all the battalions, however a single motor transport battalion increases the speed of the entire division itself). A division composed entirely of infantry and artillery will be a slow, ponderous unit. Add a signal battalion and a motor transport battalion to the divisional structure and it may lost some of its attack/defense value, but the organization level and speed of the division increases greatly. For some countries, this was important. For others, they'd have preferred the extra infantry and artillery instead of mobility and organization. This ought to be reflected in the game.

Another example - US Armored divisions were actually pretty small. While most German panzer divisions had at least two panzer battalions and over a half dozen motorized or mechanized battalions, US armored divisions had three tank, three mechanized and three artillery battalions. While the US division was a bit weaker on paper than the German division, the difference was that US divisions were much easier to transport across oceans and, arguably, more nimble and flexible than their German counterparts.

A custom division system will let players have the ability to make the game more their own. If a player wants to build a division entirely equipped with heavy tank battalions, let him - he'll soon find out why nobody ever did this in real life. The cost is very high and the division will be, essentially, totally unsupported by infantry and artillery.

However, a more realistically minded player might want to give his airborne divisions a bit more punch - swapping out some parachute battalions for glider battalions. Add an airborne tank battalion. Such a divisional structure would suit his purposes and gaming style better than a generic division. Likewise if a player wants to add some amphibious tanks to his marine division or create an Army Headquarters division with additional artillery and air defense units to support his attacks, he can. This goes well beyond the current brigade system and is vastly more flexible and personal.

Attached is a sample screen to construct a division. Since its still theory, its not fully hashed out. I gave each division 15 battalion slots, as this seemed pretty standard across the board for real life divisions. The divisional HQ is standard and represents the commander and his staff. It is a "free" battalion.

1battalion2jpglj7.jpg


This is just a sample armored division I created. I borrowed the pallete and unit symbols from TOAW3, and they are not necessarily indicative of all the kinds of units that can/should be available.


When I have more time, I'll make some historical examples of divisions to further illustrate the system.
 
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hellfish6

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Derek Pullem said:
Any strategy game by its very nature will develop a linear predictable course if played against the AI unless the AI can learn from its opponent (which I've yet to see successfully implemented) or can predict sufficiently far in advance all the possible moves and evaluate the outcomes (done for chequers and to a lesser extent chess but impossible for HoI - yet)

More options by themselves would be eye candy unless the AI could use them effectively (it can't use brigades atm for example - it just gets given some gratis)

You're absolutely right. I presented an idea here - I'm not a Paradox developer, so I don't know what their workplan is for HoI3. Basically, this was a concept I'd like to see in HoI3, but it's successful implementation is dependant on a lot of other things Paradox will or will not do.

So it's only really for SP and for people who want to see the flavour units. Gameplay bonuses would be minimal at the moment.

At the moment, yes - bonuses are minimal. Properly implemented, they may be significant. Again, it depends on what Paradox decides to do and how successfully they do it. Though I don't have numbers, I'd be willing to bet SP players are the vast majority of HoI2 players, and people wanting to have flavour units are likely a significant portion of them. Don't underestimate your audience.

Rather than spend the development time on breaking the divisions down to component brigades (or indeed batallions!!!!) I would suggest that the biggest improvement to HoI would be in terms of developing the frontal AI and the ability of the AI to copy / counteract player builds. This would necessarily move the AI away from historical builds to reactive builds (maybe even allow it to cheat somewhat in terms of intel for harder games i.e. if UK didn't build navy there would be a chance that AI would do the Z plan over more panzers). Would also be good to see a higher organisation implemented than divisions (armies / army groups??) with the ability to order whole army groups to a single objective.

Of course there are tons of other things that are more important to fix/implement in HoI3 first. A frontal AI would definitely be at the top. As I said, this is an idea I had that I thought would be interesting, so I posted about it. I know I'd like to see it, and as you can see a lot of other people do too. No, it's not the biggest or most important enhancement, but it would let players be able to make the game their own. Plenty of other games have done build-your-own unit features before, and many were very successful games too. I play Space Empires V now, and I really enjoy building my own ships in that - and I don't even consider myself a micromanager. Most of my other functions in that game are run by the AI.
 

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As long as protocols are in place that allow players to bypass battallion-building divisions and build-your-own ships, etc., i think the concept of complexity is irrelevant.

I agree that other things are more important, the AI in particular, as I also think most players are SP as opposed to MP, but overall i would like there to be enough difference between the HOI2 and HOI3 games to necessitate a new program in the first place. Please don't get me wrong, HOI2 is one of the absolute best games i have ever played, and still play to this day; I would just like to see HOI3 give me more options and choices while still keeping the flexibility, overall quality, and epic scope of HOI2.
 

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I like the idea of battalion sized units, it adds to the realism, you could have artillery units and support units created then that add an overall bonus to your Corps or Army. Bravo, brilliant idea!!!
 

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This is probably the best idea Ive seen in awhile....

Customizable Units + "Battle Lines" Combat system + Improved AI/graphics/tech trees = BEST FREAKIN GAME EVER.
 

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smark74 said:
I must say that I like the idea but I think it would be at best impractical.
In reality there is a certain balance in the divisions. The player would be able to take the most cost effective Battalions and just build maybe divisions made up of tank and artillery or somthing that would be most effective on paper (in game) but in reality (history) would have lower combat effectiveness. The Division has been evolving for a long time.
What happens for example if you remove the recon or AT unit for a artillery or tank unit? Maybe better to remove HQ for a heavy tank battalion. Then you maybe have a force that is stronger on paper but less effective in combat.
But for the gamer a more important fact is that we might have 300 divisions each with 10+ battalions and then you have at least 3000 units to work with. Not to mention navies and airforces. Now we can really start to talk about micromanagement. This game is allso a strategic/operational simulation and working with units on the tactical level is maybe more for tactical wargames.

MAYBE a better idea is to make nation specific armys and base them on doctrine. Then it could be used as a tool to give Divisions with binary system to Italy and USSR etc. But the allied and Germany would have the normal western pattern-divisions. This would then correctly represent the actual strengths of the armys.

Its allso possible (maybe the most simple for the dev team) to just add divisions (app. 2 of each type) and then use doctrines to control what nation gets what divisions.
So an infantry division for Germany is modelled for a standard Western pattern of 3 Regiments and costs 18MP etc. and an italian Infantry division is based on the binary system and costs 12MP but would have 33% lower stats. The fighting effectiveness of the unit would again be improved/decreased by doctrines.
Check out the standard divison patterns used by the major forces in WWII, an exellent recource for this is the X Army handbook 1939-1945 (X= German/Red/British etc.).

If we take f.ex on the USSR Western front the USSR had app. 300 divisions with 2 regiments each or a total of app. 600 regiments. At the same time germany had app. 180 divisions with 3 regiments or a total of app. 540 regiments !! In reality Germany had 182 div w/5.5m men but USSR had 303 div with 4.8m men!!!
In HOI/DD then we have ALL divisions with equal size.
This allso applies to Italy. An Italian Corps with 3 divisions has app. the same manpower as 2 British Divisions. So if a UK div. and a Italian div. were to fight head on the British should have +30% or more manpower (and better equipment too!) and that is not even a contest.
This is a simple thing for dev team to fix and improve upon and would add a lot to the historical and reality level of the game. It is actually astounding that it hasnt been adressed before when you consider how many of the players are history buffs LOL

This is actually a pretty good compromise--in any case, it is a step in the right direction, with differentiation between national divisions. You make a good point in lowering the overall effectiveness (i.e. lower SA, HA, etc.) of the division with lower manpower.

smark74 said:
A further point I would like to make is that I think its important to give bonuses from improved Artillery, AT and the other Tec. to all divisions. Why throw away reserch on Artillery when it only improves the artillery brigade? So if I dont build artillery brig I dont need to advance the Tec. In reality when better guns became avalable then the units soon got them = better quality or firepower etc. If Artillery reserch gave +1 in SA (or maybe Toughnes/Defence) for infantry then the player might be tempted to reserch it. Now its possible to just train Infantry and tank and ignore the Artillery tecs. Allso give many/all units bonuses from the Paratrooper, Mountain and Marine tecs. This could apply to other tecs as well? New tec and development usually had wide ranging effects.
One way is allso just to set Artillery/AT/AA tech 38 as a prereq. for infantry 39! Allso the SP artillery and SP AT tec could be a prereq. for armored/mot units etc.
A large reason for the imprved fighting capacity of the units was better equipment (tec)!

One one hand i agree with you here, in that once a newer ART or whatever tech was researched, you would not keep producing it. And that makes sense, except that it ignores the historical reality of the situation--factories and assembly lines continues to produce outdated material throughout the war because assembly lines and methods of production were complicated to initiate and streamline. If a factory can produce 1000 PAK 5.0 AT guns a month, or go down for a month to retool, and then produce 500 PAK 7.5 a month, gradually gearing up to 1000 a month in 6 months, what would YOU do if Soviet armor was advancing against you on all fronts? I think this should be a gradual bonus of some sort.

smark74 said:
Now If I were to wish for a new feature then it would be the ability to attach units to the Corps/Army/Army Group (or maybe attach it directly to the leader?). Then I would like to have 1-3 slots for each and then have things like HQ, Artillery, SP Atrillery etc. that could be attached directly to the Corps/Army/Armygroup that would give bonuses to all the units in the force.
F.ex. I would attach a HQ unit, Logistics unit and AA brigade to an formation with maybe a Field marchall and one inf div. (This would be my Army group HQ and reserve). The HQ could be giving bonuses to comand etc. Logistics would be giving bonus to supply etc. and finally AA would work as a mobile 'region' AA guns (that fire at aircraft flying over the area too)?
Then I would maybe have an Army with 8 Divisions (maybe each with an AT battalion attached) and a General in command, then i would attach a AA Brigade and a Artillery Brigade to the Army (or the leader?).
Then I maybe have a Corps with 3 Tank divisions (with engineer battalions attached) and a Lt. Gen in command and to this force I would attach one SP Atrillery Brigade...
Mj. Gen could not attach Brigades, Lt. General could attach one Brigade, General could attach 2 Brig. and FM could attach 3 Brig. This would add a new dimention to the game and allso some flexibility, additionally this reflects history a little better than the current system :)

VERY Important to difranciate between attaching "Battalions" and attaching "Brigades". Nothing larger than Battalions was attached to Divisions, but Brigade size formations were often attached to Corp and Army OB.

Excellent point. Most brigades were independant at the operational level. I'm surprised no one else has mentioned that in this thread.

smark74 said:
Actually when I think of it I have one more wish for improvement on HOI3 hehe. That is smaller land areas (maybe like victoria?). That would give better possibility to fight a real historical WWII simulation. With more flexible fronts and that would allso make for a more interesting breakthroughs and combat. We would allso see fewer units (smaller stacks) in each area! Weakly held fronts and then the posibility for the enemy to gain local superiority to make breakthroughs. Encirclements might allso be done on a smaller scale with local breakthroughs and then we would maybe see more of the real effects of the new way of fighting "Blitzkrieg" (Mobile warfare) etc. Not just stacks of 12 Infantry divisions and 6 Pz attaking a stack with 18 Inf etc. This would probably be the best thing that could happen to the game when it comes to fighting a land based war.

Pew... This ended up being a long winded reply LOL
Have a nice day.

Like what was said earlier, I think combined with the ability (if you want, as an option) to have battallion-sized building blocks, and fluid, provinceless-style front lines, customizable ships, gradients of affects (degrees of combat engagement, partisian activity, proudction, etc.), you would have an ideal game.
 

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Note that I made an Army HQ unit which would have specialized/rare battalions attached to it that would be too expensive or impractical to give to every division, but are useful enough for when an attack/defense needs extra help.
 

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Sounds like a fucking awesome idea! :eek:

Though those crude icons with weird crosses, squares and circles look ugly and non-representative. Which is supposed to be which?

And for purely ergonomical reasons, IMO it would be good if this divisional structure window kinda filled the centre of the screen, then you could easily add those batallions into an empty window with drag-and drop or something. Like in M2TW :rofl:


Then a quick mouse-over on the neatly depicted batallion icons would give those important stats, and if you right clicked an icon, then that amount of clicks of batallions would be withdrawn from the current div.

Maybe it could be like a completely new and different "folder" like the production menu, intelligence, technology...

That would be the easiest option IMO :confused:


But would the whole system allow like the control of independant battalions on the map or something? Plz no, because I don't want this game to turn into a steel panthers WaW or anything. :eek:


SU players would die of microing all the time, if you had to move those teeny weeny 6000 battalions around.
Since HoI 2 is indeed a divisional level simulator...
 
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No, no individual battalions. Smallest unit would still be a division (even if I personally would like to have brigades made up of 3-5 battalions for small countries).
 

hellfish6

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Laurwin said:
Sounds like a fucking awesome idea! :eek:

Though those crude icons with weird crosses, squares and circles look ugly and non-representative. Which is supposed to be which?

NATO symbols. Current alternative to sprites in HOI. These graphics could be swapped out with pictures or photographs or something, I'm sure.

And for purely ergonomical reasons, IMO it would be good if this divisional structure window kinda filled the centre of the screen, then you could easily add those batallions into an empty window with drag-and drop or something. Like in M2TW :rofl:

Like this? :)



Then a quick mouse-over on the neatly depicted batallion icons would give those important stats, and if you right clicked an icon, then that amount of clicks of batallions would be withdrawn from the current div.

Yeah, tool tips. They'd be useful for quick descriptions of why a particular unit was useful or a quick glimpse of what stats it would change if added to the division.
 

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Awesome screenshot. User friendly, functional, informative--exactly what it should be.

I also wanted to touch on what you said about non-divisional units. I also agree that something besides the division should be controlled on the main map. Yes, battallions are probably too small, but what about independant bridgades? Very useful for when you want a small presense in an area without all the organization, quantitiy, and front line armamant of a full-strength divisions (and when garrison units are too unweildly to use, not to mention LARGE). Perhaps in use, these brigades could be absorbed by larger units in the vicinity if major forces push into an area?

I understand why and how partisian activity works, but in reality, unless behind the scenes a player has set up secret police units in the main city of an occupied province, and without the presense of enemy DIVISIONS, there really isn't any reason the production of an occupied province should be contributing anything to your war effort. Without the threat of armed retaliation, the populations of occupied provinces would tend to themselves, or contribute production to their original country.
 

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I'd like to see independent brigades. I think it'd be very useful for all countries - Japan used a lot of brigade sized formations, Germany had panzer brigades, the Soviets had tank and motor brigades (not divisions), the Marines had a couple brigades, the UK had commando brigades, Airborne brigades, the US had the 1st SSF, cavalry groups, etc.

So while not the norm, they could be very useful on occasion.
 

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@Hellfish6 yea just like that. It just gets horrible even in normal HoI 2, when you have to issue like orders for 50 different air units one at a time, my wrist gets so fucked up.

Also about the drag and drop: the simple army building structure in the custom battles of these Creative Assembly's total war games, rome total war etc.
I believe it's brilliant, in all it's simplicity, and most of all, wrist-friendlyness.

Hmm i don't think I fancy that commmand structure tree very much, although it adds certain amount of positive rigidness, army feeling, it reminds me of MIS-CLICKS which I hate, because I'm such a poor clicker. :(

In medieval 2 total war, the army selection is basically like this: you either click the small icon to add the unit into the army, or you just drag the unit into a nice, big, empty and hard to miss box, then the icons just appear there.

I mean the system would be fine, if you could just click the right time on the batallion icon up there, and then the batallion would just appear there without any more effort. :D

And the same as reverse, when you right click the unit icon on top of the divisional construcion box, then you remove them from the division.
 

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hellfish6 said:
I'd like to see independent brigades. I think it'd be very useful for all countries - Japan used a lot of brigade sized formations, Germany had panzer brigades, the Soviets had tank and motor brigades (not divisions), the Marines had a couple brigades, the UK had commando brigades, Airborne brigades, the US had the 1st SSF, cavalry groups, etc.

So while not the norm, they could be very useful on occasion.

Exactly. Though brigades were sometimes attached to larger formations, I would contend that more of them were used on an operational level. I think many people would be surprised by the amount of logistics and supply that go into supporting a division. Independant brigades are more flexible, quicker, and more specialized; they can rove behind the battle lines to counter retreating enemy troops, move to combat partisian insurrections rapidly, and can quickly be deployed to outflank a stationary enemy force, all the while being cheaper to produce (though probably taking longer) and less burdonsome on the supply structure.
 

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Coda A27 said:
I was a casual gamer where the most advanced games I played was SimCity, Civilization, and MOO2.

EU2 and Hearts of Iron 2 changed my soul.

Battalions and ship customization will save it.

Whoooa...you've actually played MOO2?! Don't kid around about that. I still play that game.
Do you think something like the ship customization program in MOO2 would translate well for the ships in HOI3?
 

hellfish6

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Anybody play Space Empires V? They have a pretty interesting ship design and doctrine system (you can create task forces within fleets, and set ships to be escorts, cores, or pickets) as well as determining battle formations and SOPs too.
 

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Building your own divisions is nothing short of brilliant. I love it.

However, I do have a reservation. It seems fairly complex system to create a unit that is defined by perhaps a dozen numbers. With such a one-dimensional set of parameters, the added complexity seems to be squished and lost in too few variables. A home grown division would probably shed much of its flavour when placed in the field , being only marginally different from a generic division.
What I'd like to see would be a second dimension added to the combat values. It's been talked about in other places, but I believe close combat and ranged combat should be captured - I seem to remember Panzer General having something like this. But that's reaching deep into the memory banks.

With a distinction for range, modern anti-tank (AT) guns would become an absolute necessity for infantry divisions on the plains or desert. Currently, I don't even bother with AT research, in spite of the fact that AT guns were critical to the Germans, and a lynchpin of the Soviet defence at Kursk.
You could also create nasty urban divisions fiilled with SMG squads, some close-range AT and with good command and control but little else - cheap, historical, and exceptionally painful in the right location.

Ranged values would open up opportinties for new units such as assault vehicles, and engineers could probably be given a close combat value.

When it comes to calculating combat results, perhaps a ranged system could be tied to percentage values. For example, in the open, 95 per cent of firepower comes from long-range weapons, and in urban areas, it's the reverse.

Combining ranged values, and a build-your-own division might create a sum much greater than the parts. It would allow the complexity and subtlety of the division building process (love it!) play out on a similarly subtle battlefield.
 

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Wow--good call on the Panzer General II series--I see your point with combat ranges, even down to AT guns. Damn that was a good game.

An idea that has been thrown around recently is using a "combat Radius", which would indicated how heavily a unit is engaged in combat. However, im not sure how complicated it would be to integrate artillery values (the longer range attack of the unit) with the AT and other short range weapons, besides the obvious (that both would increase in intensity as the overlap between divisions increased).

good call on the AT in HOI2--i don't use them much either, they dont seem necessary.
 

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I agree. Although Hellfish' idea is THE best suggestion I've come across on these forums, and is a must-include for HoI3, in itself, and within the HoI2 combat system, it's rather useless.
The range idea is very good, and actually gives a use to Hellfish' system, which would otherwise be nicely detailed, but in effect rather useless since you would just be adding basic attack values, and the divisions wouldn't differ too much from each other.
 

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hellfish6 is the....KING!

Damn straight, a heavy battalion of Tigers, just like it really was IRL, makes me drool.

The folks that are terrified that by using hellfish6's superb idea would make it "too complex" can always go back to playing RISK.

I think HOI2 went the wrong direction going for the dumbed-down DOOM players (every division the same, every armor division the same, etc). C'mon Paradox, we know you'll make it right in HOI3!