One thing that occurred to me as I was staring at the forums late this evening (or is it early this morning), is that one thing that hasn't been addressed is the relative experience of the population as a whole.
Take for example the Germans- After WW1, they were limited to a 100,000 man army. But....they cheated. They cycled a good portion of their military aged/eligible population thru military training (and had paramilitary "sports clubs" all over the place). That gave the average German citizen some "experience" that would translate into....I don't know...something.
At the opposite end of the spectrum would be the US, with a peace time army that I think was even smaller than Germany's, and nobody in their right mind wanted to join (except as an option to stay out of prison for some incident with the Senators daughters).
What I'm thinking is this. The general military experience level of the population could be adjusted by national laws. For example, a 1 year draft would cycle a lot of people thru the military and get them trained to a certain level. Comparing a 2 year draft to this, a 2 year draft would get you more manpower in the military, but would contribute a lesser level of military experience to the population, Same with 3 yr draft, etc etc.
Now, what does this get you. Well...if your recruits are already trained to a certain degree, then either training time is less when you create the unit...OR, training the unit would get the unit to a higher level of proficiency.
If you are taking from the population at random, you would not drain or lower the "military experience" of the population, although it would decline over time naturally if nobody is exiting the military and entering civilian life.
If however, you are selective in your recruitment, and pick only the people who have previous military experience for this new unit, then the military experience level of the population would decrease. But.....the experience level of this unit would be "high" at start (or at least more than zero). Examples would be Grossdeutchland Division, British Guards Division etc.
The point is this. Elite units (such as Rangers, Royal Marines, SS (if you chose to include them in this discussion even if only the first 1/3 of those units could really be included in this), Japanese Special Naval Landing Forces, French....Legion estrangre???? whatever. Creating these units takes a lot of your skilled manpower. Pretty soon all you will have left is uneducated West Virginia farmboys (apologies to those from Mineral county and environs) and New York lawyers (no apology here-all lawyers should die), and this would mean that training time and costs would increase dramatically.
But the real idea behind this is that the current "military experience level of the population affects the starting experience of units when they appear on the map, AND this is a resource that can be depleted if you waste it.
What I'm suggesting is that the game could track a level of military experience inherent in the population at it is being depleted (or added to) throughout the game. This would affect the starting experience level of newly created units, in addition to training.
For example- Italy starts the game at war with Ethiopia (and mobilized). Lets say for example that the war lasts until April of 36, Italy wins and demobilizes. The draftees return to the civilian population increasing the "military experience" of the population.
Then in 1938, Italy decides to build it's first Armor Division (130 Centauro or something like that). Italy also chooses to make it an elite division, choosing only recruits with previous military experience, thus depleting the pool of military experience in the population (an example, don't read anything into it)
Additionally, the military experience level of a population would factor into "replacements" If the experience level of the population is close to that of the standing military, the experience would not decrease (much) with replacements. If however it is greatly different (below), then the experience level of the unit/division would decrease.
Pls forgive me for rambling in this, lots of coffee and late at night.
Take for example the Germans- After WW1, they were limited to a 100,000 man army. But....they cheated. They cycled a good portion of their military aged/eligible population thru military training (and had paramilitary "sports clubs" all over the place). That gave the average German citizen some "experience" that would translate into....I don't know...something.
At the opposite end of the spectrum would be the US, with a peace time army that I think was even smaller than Germany's, and nobody in their right mind wanted to join (except as an option to stay out of prison for some incident with the Senators daughters).
What I'm thinking is this. The general military experience level of the population could be adjusted by national laws. For example, a 1 year draft would cycle a lot of people thru the military and get them trained to a certain level. Comparing a 2 year draft to this, a 2 year draft would get you more manpower in the military, but would contribute a lesser level of military experience to the population, Same with 3 yr draft, etc etc.
Now, what does this get you. Well...if your recruits are already trained to a certain degree, then either training time is less when you create the unit...OR, training the unit would get the unit to a higher level of proficiency.
If you are taking from the population at random, you would not drain or lower the "military experience" of the population, although it would decline over time naturally if nobody is exiting the military and entering civilian life.
If however, you are selective in your recruitment, and pick only the people who have previous military experience for this new unit, then the military experience level of the population would decrease. But.....the experience level of this unit would be "high" at start (or at least more than zero). Examples would be Grossdeutchland Division, British Guards Division etc.
The point is this. Elite units (such as Rangers, Royal Marines, SS (if you chose to include them in this discussion even if only the first 1/3 of those units could really be included in this), Japanese Special Naval Landing Forces, French....Legion estrangre???? whatever. Creating these units takes a lot of your skilled manpower. Pretty soon all you will have left is uneducated West Virginia farmboys (apologies to those from Mineral county and environs) and New York lawyers (no apology here-all lawyers should die), and this would mean that training time and costs would increase dramatically.
But the real idea behind this is that the current "military experience level of the population affects the starting experience of units when they appear on the map, AND this is a resource that can be depleted if you waste it.
What I'm suggesting is that the game could track a level of military experience inherent in the population at it is being depleted (or added to) throughout the game. This would affect the starting experience level of newly created units, in addition to training.
For example- Italy starts the game at war with Ethiopia (and mobilized). Lets say for example that the war lasts until April of 36, Italy wins and demobilizes. The draftees return to the civilian population increasing the "military experience" of the population.
Then in 1938, Italy decides to build it's first Armor Division (130 Centauro or something like that). Italy also chooses to make it an elite division, choosing only recruits with previous military experience, thus depleting the pool of military experience in the population (an example, don't read anything into it)
Additionally, the military experience level of a population would factor into "replacements" If the experience level of the population is close to that of the standing military, the experience would not decrease (much) with replacements. If however it is greatly different (below), then the experience level of the unit/division would decrease.
Pls forgive me for rambling in this, lots of coffee and late at night.
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