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Currently reserves are too effective. Reserve quality troops aren't significantly weaker than regulars, and their relative cheapness is very appealing. Is there anyway to mod the requirements ? If I wanted to for instance, add $1000 for every division, so $5000 for each increase in mobilization. Although even that added, they'd still be cheaper than line troops. How about a way to alter their requirements for canned food and arms ? Is it possible on our end ?
 

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Another option might be to work the cost of your reserves into defense spending or army maintenance. Therefore if you neglect funding your mobilization pool will decrease, as no one is there to train and organize your reserves. Of course that'd be a change for the designers.
 

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they are cheap, yes, but not effective IMHO. i dont think its smart to let your craftsmen and clerks fight....

I don't know how anyone can say they aren't effective. Having hundreds of basically free divisions, that can barely be distinguished from regulars ready in only a couple months notice, able to deployed anywhere you have a land connection to, instantly, is very effective indeed. With the 1.03 changes less POPs are killed by wars so the threat of killing large numbers of clerks and craftsmen are reduced. Besides with such huge and cheap reserve pools you can easily capture someone else's clerks and craftsmen to make up the difference.
 

OriginalRafiki

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Once you mobilize clerks or craftsmen they are lost, since they end up as laborers when demobilized. Taking control of other people's clerks and craftsmen might be a strategy if you get states or provs on your own continent, but it's tricky. Besides, you aren't certain that you'll get new craftsmen/clerks from the war, and the ones you mobilized are gone "forever".

:) Rafiki
 

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Once you mobilize clerks or craftsmen they are lost, since they end up as laborers when demobilized.

This wasn't typically the case in 1.02, and its occurence in 1.03 is more likely a bug then WAD.

Taking control of other people's clerks and craftsmen might be a strategy if you get states or provs on your own continent, but it's tricky. Besides, you aren't certain that you'll get new craftsmen/clerks from the war

If i'm taking anything in Europe, sure I am. Everyone has clerks and craftsmen as long as its not too soon in the game.
 

OriginalRafiki

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MrOuija said:
This wasn't typically the case in 1.02, and its occurence in 1.03 is more likely a bug then WAD.
It's happened to me in both 1.02 and 1.03.

It's what happens when your mobilization pool gets large and your number of farmers/laborers diminishes due to to industrialization.

:) Rafiki
 

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I never use my reserves except in a dire emergency. I do build them up to max, however, for the reason that the AI considers your military strength when deciding to go to war, and when deciding if it will accept peace. Its free military strength. I never want to disrupt my economy enough to mobilize though.
 

Caranorn

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But that's exactly what reserves are for. They are a cheap way to raise your military potential. With the buildup of forces in the 19th century, drawing on reserves (there really are two types, the game only portrays one) was the only way for many countries to keep up with their neighbours (who would then again increase their forces etc.).

By this time, reserve units also weren't universally low quality. Generally you'd distinguish between different types of reserves, 1st Line, 2nd Line, Lines of Communications and probably internal garrisons, policing etc. The 1st Line units would not be much worse then regulars and as war progressed even the 2nd Line would become valuable combat troops. I'm not sure how experience works in game terms, but if it has an effect on combat as I hope that will play the correct role. Regular units will accumulate experience over the years (fighting in small wars, against insurgents etc.) and have a slight edge over reserves once mobilized (as all reserves start at 0 experience).

One last note. Reserves are cheap to create, but expensive to mobilize. You will take a serious economic hit when your craftsmen and clerks are drawn into service. While their conversion to workers and famers is probably a bug (well it doesn't quite look like a bug to me, rather something that would take up expensive space in the save game files) in 1.03, it's neverless a very painful factor once you demobilize and have to rebuild your industries.

Marc aka Caran...
 

unmerged(15665)

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They are a cheap way to raise your military potential.

Sure they should be cheap, but not THAT cheap. A regular infantry unit requires not only the canned food and arms that a reserve needs, but also $1000, free manpower, and a daily maintenance fee, which in turn drives up defense spending. A reserve unit needs none of these things, just 10 canned food and 10 goods per division. This inflates your military potential enormously if you stockpile reserves, thus devaluing standing troops.
 

OriginalRafiki

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I don't think the cost of reserves is what needs tweaking, but perhaps the quality of (troop) "quality" needs looking into? Natives should have little chance against "civilized" troops, and reservists should have a hard time against regulars.

For variety to this rule, that's where numbers and leaders come in.

I don't mind craftsmen/clerks "losing" their old occupation when being demobilized; I choose to attribute it to severe shellshock and the like ;) And it does make it more expensive to mobilize,

:) Rafiki