Has nothing to do with being after a war, if you're on a mobilization law that you don't have enough war support to maintain based on your country's ideology, you get a ticking timer to reduce your economy law. That's it.Isn't there some demobilization mechanic in place after the war?
Honestly, the best fix would just be to make manpower laws realistic. Even on scraping the barrel, no nation is realistically turning 25 percent of it's entire population into front line soldiers. Most multiplayer or historical balance mods change the manpower laws so that the highest law only provides roughly 12-15 percent, and massively ramp up the economic penalties for doing so. If you want to have that many soldiers, it's going to come at the cost of fewer workers in factories and mines, and you won't have many men left in reserve to replace casualties.
Another problem is that the penalties from high manpower laws stack additively with industrial bonuses from technology and national spirits, when in my opinion they should stack multiplicatively. A -40% to factory output is bad when you don't have any industrial tech, but a -40% + 75% = +35% factory output above what you have at game start if you have Concentrated Industry V researched, which is ridiculous. Doing the math, you have 60/100 or 60% of normal production on scraping the barrel with no industry tech, but 135/175 or 77% of normal production on scraping the barrel with Concentrated V. The debuffs in other categories work the same way.
a more realistic are the following :Kaiserreich and Equestria at War both have division limits based on number of factories and a multiplier. This has improved the performance of both of those mods for me since the division limit was introduced. One mod which would be massively improved by some sort of division limit is Millennium Dawn. That mod gets almost unplayable after 10-15 years since every tiny country across the world is pumping out tons of divisions made of garbage templates.
I'm not sure if the developers or players who only play vanilla would consider this type of division limit too restrictive. But I find it makes me more considerate of the ratio of different types of divisions I decide to field as well as preventing the AI from just stacking 10-20 divisions on every front line of the world during late game wars.
"true" with fantasy but the resourse supply, not exist...was existed in hoi2 and hoi3...and this block much the division spam.Ammo and "food" are represented by supply, money is basically just CIC.
But supply is represented by... infrastructure, which is not a flux value but more like a cap, so the day-to-day supply need (and thus munition) effectively come of of thin airAmmo and "food" are represented by supply, money is basically just CIC.