Last changes: Oct. 16, 2008 (vortinex, lazy_boy,wulf145)
The problem: The AI is incapable of quickly reacting to strategic changes. This creates several AI weaknesses, the most obvious being the overrun strategy and mass encirclement.
A solution: Include a game option (e.g. check box) "Tactical Control: on/off". Tactical control 'on' is normal gameplay. Tactical control off removes a few key controls for the player, including:
- Maneuver Warfare: Provide combat bonuses for long term, in-depth, multi-province maneuvers that are executed. Long term, static orders cannot be less than a X province minimum, which provides the AI opportunities to outflank encircling units, for example.
- Conventional penalty: Increase "re-org" time after a division captures a province in the conventional method (e.g. one province at a time), in order to provide greater appeal/need for multi-province maneuvers, which would have zero re-org time.
- Command Delay: Enforce a X hour period per day for issuing orders. This will help keep player controlled units "locked" in to specific orders for a given period of Y hours per day.(updates from Lazy_boy)
- Doctrine effects: Land doctrines provide different bonus types/amounts of multi-province maneuvers (e.g. Germans excel early on), including division re-org times (e.g. Germans can take a province and move on *much* quicker than the USSR can in 1941), and command delay. (Lazy_boy suggestion)
- Encirclement penalty: (optional and likely controversial) For encircled divisions, have X chance they become "disorganized" and either revert to AI control or are slow to respond to commands, reflecting an inability to communicate with the divisions and issue them orders. Increases in communication technology lowers X chance. (updates from vertinox)
- HQ control: (optional and likely controversial) Limit player control of divisions according to HQ proximity. If an HQ is not within X provinces of a division, that division is under AI control. Alternatively, "out-of-range" divisions are still under player control, but have X chance of acting out on leader initiative (especially for divisions over command limit). (updates from wulf145)
Benefits:
- This will help the AI when a player "locks-in" to a multi-province maneuver. The AI will have a better chance against the traditional double envelopment, for example, when one of the player's flanks advances rapidly, while the other is bogged down in fighting.
- This will allow added realism in the form of strategic command: the player simply can't control every last detail of the war effort. Locking players into long term daring maneuvers provides a level of risk commensurate with the level of reward.
- This makes for quicker and easier games for newbies because pausing and slowing down the game to micro-manage every hour of the battle field isn't necessary or even wise.
- Multi-province maneuvers better simulates the fog of war element: you shouldn't know the exact status of the battle field immediately after this or that battle is completed
- Multi-province maneuvers better reflect the advantageous and perils of blitzkreig
- Allows for improved modeling of morale, in addition to the already modeled attrition
- Assuming the last option of HQ control was modeled, this would vastly increase the importance of HQ, both to the player and their opponent!
- The HQ control method could also help the newbie, in that they may choose to have some units under AI control.
- HQ would need to be behind defensive lines, as well as assisting offenses. This could create an entirely new strategy of destroying/attacking an HQ, causes a collapse of a defensive line.
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