I see no problem with this any more than the game doesn't depict my buildings or pops as all being in specific provinces. Abstractness isn't an issue, it's whether or not the game produces sensible outcomes. [...] I agree that we need a logistics overhaul that applies more constraints than "you suffer attrition in some places". The game should not let you send 800,000 men to Siberia.
(Thanks for the in depth answer! I'll try to answer a few points.) Logistics is the reason why I brought up that I don't know where my troops physically are. It hightlights the underlying issue that it doesn't really matter where my troops are, outside of overseas supply, in addition to making it really hard to understand why troops are attacking somewhere instead of somewhere else. It's a transparency issue.
This is tactical level stuff and should be represented through a barrack PM rather than a "BEGIN ARTILLERY BOMBARDMENT, SOMEWHERE" button.
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Again, should be a barrack PM. If you have the PM and your troops are defending, they should be automatically entrenching, probably on the initiative of the individual soldiers themselves, this isn't something you should have to tell your army to do.
I was thinking about the large-scale impacts, WW1 style artillery bombardment, not in detail province-by-province bombardment. Where you would need to supply a few more million shells to the frontlines, which might reduce munitions supplies to other part of the front or put extra strain on your economy. Something similar would go for gas attacks, which would require additional expenses with the chemical industry. Similarly with entrenchment, I wasn't thinking of the tactical level entrenchment which happens anyway, but ordering a front to fortify the whole line, which could again take months. Granted, most of this is lategame stuff, but mostly I'm trying to come up with high level stuff for the player to do to influence the military.
Regarding concentration of forces, I was thinking about being able to concentrate soldiers on certain parts of the frontlines to make an offensive there more likely to succeed, while at the same time exposing the rest of the frontline to attacks more. Or something along those lines.
Another great point. Defense in depth, especially in the later years of the game is something that should be modelled! However, as anyone could tell you, vic2 does not have defense in depth [...] Another great point! And once again, not solvable by a return to micro, in fact this would be impossible if we returned to micro,
Oh, in case it wasn't clear, I'm neither arguing for Victoria 2 style micro, nor am I saying anything along the lines of "Victoria 2 had X, therefore ..." On the contrary, I'm trying to work with the Vicky3 system on its own terms and try to come up with stuff which can be done in the new system. In the case of Generals deciding on their own, that was exactly what I had in mind. Not that the player suddenly loses control of stacks, but that a front, despite being said to "defend", advances since the General decides he knows better than the player. The conflict would be resolved completely by interacting with that General and other Generals/Interest groups.
Are you saying that right now there is no need to economy micro?
Sorry, my phrasing was misleading. I meant that if the war system gets rid of unit micro, there needs to be some form of replacement to allow the player to interact with his military, concentrating more on the diplomatic and political level. In this case the distinction is probably not needed, since it's internal. The need to convince your generals to do what you want them to do, offering ways to incentivise certain tactics, setting up goals the Generals need to fulfill, etc. I'm not sure what of that is even feasible, I'm just throwing around ideas.
And yeah, it's true, you sometimes have to switch from defence to offence, which is still very limited interaction but not zero. My main point in that last paragraph was that it doesn't really feel like war requires my attention or is something to worry about. As to how much attention it required: I think the most involved I'd been in wars was one as Prussia where I fought on three fronts, against Russia, France and Austria (trying to unify). I set the France and Russia fronts to defend and the Austria front to Advance. Then I waited. Once Austria fell, I set the Russia front to advance, to get some land so that their warscore would tick down, and waited some more. Then, once they were willing to white peace me, I capitulated to France since they had no wargoal against me. The other war was as Brunei against the Dutch East Indies, with I think Italy on my side and the Netherlands on the Dutch side. The Dutch East Indies (DEI) owned a few provinces on Borneo I wanted to take, two fronts. I split my army in three, set them all to defend to wait out the time until Italy send their troops over. Once they did, I naval invaded the now vacated DEI mainland, again to make their War Support tick down faster. That war did require more attention since I had to initiate Naval Invasions whenever they were off-cooldown, but was also only one due to cheesing the AI which left their mainland totally undefended. It also highlighted how much less there is to do when there's no Navy involvement possible.
That said, now that I have read that shared reddit post on army micro: that sounds pretty insane, honestly ... and is exactly not the kind of micro I want to do. What I want is more akin to ... Take Distant Worlds: Universe. In that game, you build your military ships, and assign them to fleets. Those fleets can be automated. You can tell them the area they're supposed to operate in (star system, sector, half their max range, etc), and the purpose they're supposed to fulfill: attack every enemy on sight, capture enemy ground, protect convoys, whether or not they're supposed to act offensively or defensively. So for example, you can, in preparation to war, set a few fleets as attacker fleets and give them goals they're supposed to go for, while another set of fleets performs defensive operations. The system is super buggy and doesn't work, but in principle, it's really really nice, since you can set up your military on a high level, automate them to do what you want them to do, and then just sit back and watch them do their thing, only requiring player input if the situation changes drastically, since good planning should result in them automatically reacting to changing situations. Basically the same as Victoria 3: set up the military AI to succeed on your behalf by giving it the tools it needs and broad goals to achieve. And yes, that would require *some* finer control like being able to shift divisions around from one general to another (which is something I feel would be totally in line with the big-picture approach Vicky takes - shifting soldiers from one front to another is a political decision, or at the very least one taken at the highest level of the General Staff) but I think it'd be less finicky, annoying and gamey than what we currently have.