Cunneda said:I think that the problem is systemic. The game is not designed to have historic numbers of units produced. . . . The AI research effort for both was reasonably historic. The Germans were ahead on tank research and lagging in aviation. However, where the real discrepancies occurred were in number of land and air units both sides had. The total Germany army had 127 inf and 15 Arm divs (all fronts) whilst the SU had 104 inf and 27 arm divs. Now Germany started the real Barbarossa with 177 divs (20 Pz) invading the the SU, whilst the Russians + 300 divs and created at least another 400 before the end of 41.
PaxMondo said:Yes, you can lower R&D costs, freeing up more IC to build units, giving everyone more units. To what end? will it really improve gameplay? IF everyone has only 75% of its historical units, is this a significant issue? Especially when MP is so abstracted anyway?
B4 you answer: 'but it would make the game more historically accurate', please load up a game with you as SOV with 400 div's facing GER and her allies with about 350 div's and run that for a year or so. The housekeeping is just mind boggling, and the game really grinds to a halt. In SP, you have to run at slow speed and you are pausing almost every day. In MP, you would have to run at very slow, and your opponents would overwelm you just because you can't manage everything.
Hmmm. I could say a lot about this. In fact I will be saying a lot about this, when I eventually release the Historical Statistics Pack. But let me just list a few items here.
1) Brigade costs. If you add an artillery brigade to a normal infantry division, it increases the cost from 570 IC to 1705 IC. (INF costs 6 IC, 95 days, brigade adds 5 IC and 60 days.) Human players don't typically do this. If they add brigades it's usually to armor, where the increase doesn't matter so much. But the AI adds a brigade to one new division in four, at random. This cuts the number of infantry divisions that the AI can deploy by one-third:
1705 + 3 x 570 = 3415 IC
6 x 570 = 3420 IC
So because the costs are not realistic, the AI puts up a much weaker fight against a human opponent (the added brigade isn't even worth ONE division, much less two). Fix the brigade costs and any AI-controlled country that builds significant numbers of divisions will be 25-35 % tougher right there -- by having more divisions.
2) R & D costs. Right now because R & D is so expensive there are a lot of historical technologies that really aren't worth building. It pays off better to "quantity rush," just build whatever kind of unit you can immediately. For example, if you have Level 0 sub tech you can build Medium-Range subs. To build Long-Range subs you need 27,760 IC in various technologies to get you to Level 4. Since a Medium-Range sub costs 800 IC, you're effectively giving up 36 sub flotillas in the hopes of building improved ones about two years down the road. It's precisely because there are so few units in play in 1936 (and even 1939) that it's tempting to quantity-rush and ignore tech.
I agree that if the game really can't run properly with increased numbers of units in play, that's a problem. And of course playing a big country with lots of units gets tiring for many people.
But I think it is impractical to treat every existing unit as representing two in real life -- for one thing, it's only true of land and air units for certain countries at this point. Romania isn't missing a bunch of divisions, neither is the UK, but the late-war USSR and Nationalist China are. Germany goes into Barbarossa with close to the right number, but the USSR goes in with half or less -- that ought to sound alarm bells.
IMHO, there are a bunch of balance problems that can and should be fixed by changing unit costs, R & D costs, and supply costs. Of course I can't guarantee everyone will find the game more fun to play once we do that, but if you're going to sell the game as an historical simulation, it ought to at least be possible for events to unfold as they did historically. Right?