Keynes said:
By realism, I mean having any relation to how these things worked in real life. The system you just described does not.
Actually that's exactly how it works in real life even now. Look at what's been going on in the Pentagon for the last 4 year or so. There's been a lot of talk about "transformation" and ideas like skipping a generation of weapons and instead researching very advanced technologies, which sounds exactly like "tech rushing". Rummy even canceled the Crusader - he did not say "OK let's produce all the weapons we can and also send a lot of metals abroad to fund a lot of research programs". The Pentagon just has a
budget which it has to divide between producing supplies, producing new units, upgrading existing units
and funding research and that's a zero sum game, which is exactly why you see so much opposition to Rummy among some services (OK, it's not merely for SecDef to decide the allocation - Congress does a lot of micromanagement, but that's not relevant now). HoI1 simulates fixed budget rather well.
Keynes said:
If you want tough tech tradeoffs, play a country like Italy, which in HoI2 as in real life had to make very tough choices about which areas to modernize.
What I want is not tradeoffs
within tech program or production program but
between them. If you play France in HoI you have to make life and death decision about splitting funds between production and research. You can actually lose the game solely because you go too far in either direction. And quite frequently you have a situation where some tech looks very appealing but you know that researching it will mean two fewer divisions on the Maginot Line. One of the best features of HoI is great replayability, and in this example it means that in different games you can try very different strategies like playing with a small number of elite troops or with a lot almost worthless cannon fodder. In HoI2 you don't have such choices. Yes, you can deliberately play dumb and simply weaken yourself in some area,
but you don't have the option of producing a lot more troops if you forego research or doing a lot more research if you forego production. This seriously limits game options which is never a good thing in a
game which by definition is meant for
entertainment. And this severely limits your ability to play "ahistorical" 'what if' cases like "What if France spent her resources on quality rather than quantity?" or "What if France did not spend gazillions on fancy-shmancy technology and just drowned the Germans in superior numbers?".
Keynes said:
Exactly the same way as in HoI1. Its an abstracted econ system where the total IC production representes the total industrial resources of the country and where the "consumer" sector in free enterprise economies represents private sector activity.
I rather think of it as larger economy than merely industry in narrow "manufacturing" sense. After all, 'supplies' include food, and that's one of the reasons out-of-supply units suffer losses. And I think of what's left after CG spending as military budget. It is much more realistic to think of a single military budget being divided between several competing objectives rather than a government reserving a specific percentage of manufacturing capacity for military use and getting a flexible monetary budget on top of it for research. I see the point of having research teams of different skills and specialties and of funding them with cash, and in fact I like this idea
per se, but what I don't like is total disconnect from production and total lack of flexibility. What I'd like is just some tweaking. Some way of making research detract from IC available for production. After all, do all those prototype flight tests researched by Boeing use paper planes or did they have to divert some of their manufacturing capacity to building prototypes?! So ideally I'd like to see a situation where as a minimum, if you use all five research teams you have substantially less IC than if you use none, and preferably where you can further sacrifice IC to get a sixth team (maybe even something like you can activate a sixth team but as long as it is active, you have no IC). Well, I'm just throwing ideas around. I really like that they finally got rid of some very irritating "features" like rounding down commanders' experience in save files (meaning that if you play in short sessions, nobody ever gains experience) and and of some irritating interface deficiencies (now you can easily send an item to the bottom of production queue - in HoI I just saved and edited). And I really
love new domestic policies features and dimplomacy. But I'm quite unhappy about techs.