New ideas to reduce AI divisions spam?

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Neigel

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If Paradox was not so stubborn they would just add in officers again. There is a reason they had the mechanic before and it is perfect way to fix division spam, plus it does it in a way that adds "realism" and a mechanic for the player to balance.
 
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blahmaster6k

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Isn't there some demobilization mechanic in place after the war?
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.
 

tuppelsson

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There is modifier in defines : "UNIT_UPKEEP_ATTRITION = 0.0, --Constant attrition value applied to armies."

I Tried setting that to 30.0 on my ongoing game and divisions started melting away. I use usually value 0.02-0.05 whole game. It helps. And you can always use console to delete "worthless" nations units. "delall TAG" to all SA nations and game feels faster. Then there is strong solution: use tool mod+advanged difficulty settings, unite all these noncombatants to 1 nation and delete manpower, etc... less AIs and units = faster game
 
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Vlad123

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The ideal would be a continuous cost per unit. The more units you create, the slower you accumulate resources for subsequent units until you get to a cap: all the resources you have (or capture you have enemies) are used to maintain the army. I remember an online game, where there was this imbalance (but it had manpower regenerating MUCH faster and basically you had people with 5 territories having a bigger army than the US, Chinese and Russian combined) and practically the eventually it broke the game ... an idea would be food for the units (all), electricity for the buildings (Dockyard, CIC, MIC ...) and maybe ammunition for the more powerful ones (tanks, artillery, bombers. ..)this would make the game much more tactical and realistic (beyond N divisions you can't keep) much smaller armies will form and since I often see absurd things like "splitting divisions" with artillery in profusion (sometimes mixed with rocket) in combo with the tanks, they sweep everything. I want to remind you that the wars were made by the "Infantry", men, not tanks! The battle of kursk saw a total of 800 tanks, adding up both sides.
 
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blahmaster6k

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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.
 
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Leinad965

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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.

Serbia population in WW1: 4.6 milion
Serbia army in beginning of war: 420 thousands (9,13% )
Serbia loses including civilian: 1.2 milion (26%)

https://www.google.com/search?q=ser...rome..69i57.5431j0j7&sourceid=chrome&ie=UTF-8
https://en.wikipedia.org/wiki/Serbian_campaign
 
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seattle

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Mods like Hearts of Oak and Total War offer a performance mode that sleeps Latin America and other unimportant regions.

The issue is not Germany having 300 divs, but the game simulating hundreds or thousands of units from nations that will never enter the war.
 
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Soviet_Mercader

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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.
 
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Vlad123

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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.
a more realistic are the following :
Money: taxes from people and trade or exportation. Withouth money soldiers fougth worse
Ammo: withouth ammo your army is useless.
Food : withouth food your soldiers die.
 
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Diakonen

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I would do the following:
1. Limit number of divisions a general can command relative to level(lvl 1- 4 div, lvl 2-8 div, lvl 3 - 12 div etc.

2. Limit number of divisions to the capacity of generals. No more ai using as many armies as it has divisions without a general. You need a general!

3. Limit generals to the amount of field marshalls. You want 6 generals? Promote another field marshall.

Increase pp cost for every new general created.
 
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SchwarzKatze

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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 air
 
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