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FOARP

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I don't know about implementing move=attack into Victoria 2. This system seems to only fit in when trench warfare comes prominent. And until WW1 you din't really see it that much. And that is a quite short time span of the game. And would not make much sense for the rest of the game.

People keep saying this but its just not true. Battles around Port Arthur in 1904-5 lasted four months. The front at the battle of Mukden was dozens of miles long and fighting there went on for weeks. The Tugela front in the Boer war was also dozens of miles long and fighting there went on for three months. The Siege of Paris in 1870 involved a perimeter more than a hundred miles long and lasted four months. The battles around Petersburg in the American Civil War in 1864-65 involved trench warfare lasting nine months.

Basically, industrialised mass-mobilisation warfare begane in the last 1/3rd of the 19th century and this game ought to be able to model it properly - and that's why it needs move=attack.
 

Beagá

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In game terms battles by 1905 ALREADY last 4 months due to constant reinforcements of stacks. For every pre-1900 example you mentioned I could cite 5 examples which lasted days by being set-piece battles, and which the attack-move model would fail miserably to simulate.

Attack-move right from 1836 is a VERY bad idea. The game needs one model for early game AND another for late game. Just as the current model is good for early game and bad late game, attack-move would be the exact opposite because before machine guns battles weren´t fought on continuous and very wide fronts, which is exactly what HOI simulates. Period.

Fixing how military goods are handled (the current model is awful) and making a less simplistic battle screen, OR a battle screen/system that evolved over time would be more than enough for a game of the scope of Victoria. Also, improving how airplanes are simulated. In that particular case, it should indeed follow HOI system of airbases and missions.
 

DPKdebator

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I would love to see counters in this game, the icons aren't BAD but I just prefer counters.
 

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A game with the scope of Victoria would be far better served with battle far more abstracted than it already is, with any expansion of detail addressing the shortcomings in logistical constraints on military adventure.
 

Orko80

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The main problem is not that those battles happened. But that the game covers every nation in the world. Those trench battles had great powers fighting them. You would need to block of the mechanic off with technology. Since the other nations did still fight in the Old ways. So you still end up with 2 mechanics at the same time. I can't see that happen. You would need to unlock the mechanic for all nations at the same time. That is the main problem. And early mid game attack move wouldn't really fit.

My point is the wide spread of trench warfare among 'lesser' nations. It makes less sense for every other nation that is not even a secondary power to fight by the same mechanics. It would be quite weird.
 

Damerell

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Without move=attack it would be a wasted effort, and really, who wants to click through a few dozen armies telling them to dig in every time they stop?

It's a waste of time anyway. Let's assume that if we are at war, an army which is not moving prepares to defend itself. The game, for practical purposes, does that already.
 

FOARP

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In game terms battles by 1905 ALREADY last 4 months due to constant reinforcements of stacks.


And Port Arthur was continually reinforced? Let me guess - historically the Russians also just retreated behind Japanese lines after they got beaten as well, right? Did the Japanese then chase the beaten Russians all the way to Vladivostok, or did they just allow the Russians to yo-yo between two of their armies until they had been entirely destroyed?

For every pre-1900 example you mentioned I could cite 5 examples which lasted days by being set-piece battles.


Move=attack simulates this quite adequately - I attack, I beat the enemy, the enemy retreats if they can, but if they can't they surrender. Actually, it does a better job of this than the current Vicky system where surrounded armies can still escape through enemy lines.

Never mind that two out of the three biggest battles of the second half of the 19th Century (Sedan and Koniggratz - the other big battle is Gettysburg) involved the surrender of a surrounded army that had already been pocketed - the kind of battle that move=attack excels at simulating but the current system fails miserably at.

Attack-move right from 1836 is a VERY bad idea.

Why? Under move=attack, I attack, the enemy retreats into friendly territory if they can, and surrenders if they can't. This seems fair enough given that battles had already become long, drawn-out affairs by the time the 1870's had rolled around.

The game needs one model for early game AND another for late game. Just as the current model is good for early game and bad late game, attack-move would be the exact opposite because before machine guns battles weren´t fought on continuous and very wide fronts, which is exactly what HOI simulates. Period.

Machine guns were already in use by 1870, and breech-loading rifles had already gone a long way to making battles as described (Gravelotte/St. Privat is a good example of this). Move=attack is perfectly adequate to simulate combat by the mid-game period, much more so than the current system.

My point here, anyway, is not that Move=attack is awesome for every circumstance, but that since it works best for all of the biggest wars that occured during this era between 'civilised' nations (ACW, Prussian wars of unification, Boer War, Russo-Japanese War, and of course WW1 - a conflict which everyone seems to think 'doesn't count' for some reason) then it is the system that should be preferred.

If you have to chose between two systems - one of which is frustrating and annoying, and anyway does not properly simulate the middle of the game or the biggest conflicts in the game period, the other of which is much more fun to play with, why not chose the best one?

Fixing how military goods are handled (the current model is awful) and making a less simplistic battle screen, OR a battle screen/system that evolved over time would be more than enough for a game of the scope of Victoria. Also, improving how airplanes are simulated. In that particular case, it should indeed follow HOI system of airbases and missions.

Without move=attack, you would still be left with a combat system that consists of doom-stacking the opposition, already-defeated armies yo-yoing between victorious ones, whack-a-mole chasing of units that you had surrounded and defeated - a system that is deeply annoying and frustrating. Cosmetic changes are therefore not enough.

It's a waste of time anyway. Let's assume that if we are at war, an army which is not moving prepares to defend itself. The game, for practical purposes, does that already.

Agreed.
 
Last edited:

Beagá

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And Port Arthur was continually reinforced? Let me guess - historically the Russians also just retreated behind Japanese lines after they got beaten as well, right? Did the Japanese then chase the beaten Russians all the way to Vladivostok, or did they just allow the Russians to yo-yo between two of their armies until they had been entirely destroyed?

You can improve the system without using attack move. EU 4 is trying to do that, and while not perfect it´s a step in the right direction.

Besidies, even in Vicky 2, if there was a battle happening in Port Arthur and all adjacent provinces are occupied by you, then, well, no yo-yo battles because the AI stack would be destroyed by not being able to retreat. If the AI can´t do it then fix the AI, but claiming ALL Victoria 2 battles are whack a mole is NOT true. Besides, using only one battle as a way to simulate a combat system? So Gettysburg by your POV would be the Union army pushing the confederates to Virginia one province (or worse, several over a wide front) after another? No, thanks.

And guess what, most battles in the ACW also WERE whack a mole. Hell, you could say even that most battles in EU 4 are whack a moles. Does that mean they suck? NO, because Manpower depletion is a REAL problem. Whack a mole isn´t the SAME thing as UNDECISIVE battle, as long as the system is well designed.

And battles before machine guns WERE essentially doomstack battles as both the ACW and Franco-Prussian war were won by the side who had more Manpower ("doomstack") or mobilizing faster (again, creating doomstack, faster) AND could equip armies better. Like I said, make improve how military goods and costs are implemented IS a crucial part of improving the game, including no longer equipiing ALL armies magically with rifles and machine guns, just because you discovered them.

Brigades should follow an upgrade process just like brigades in HOI 3 use.

I know you like attack-move, but it´s NOT a perfect system, and you should at least try to approach the problem from a different direction and think different solutions for the same problem, specially because it´s pretty clear by now most people who play Vicky think warfare isn´t the focus of the game and thus the system should not be too complex.
 
Last edited:

Sarius1997

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In game terms battles by 1905 ALREADY last 4 months due to constant reinforcements of stacks. For every pre-1900 example you mentioned I could cite 5 examples which lasted days by being set-piece battles, and which the attack-move model would fail miserably to simulate.

Attack-move right from 1836 is a VERY bad idea. The game needs one model for early game AND another for late game. Just as the current model is good for early game and bad late game, attack-move would be the exact opposite because before machine guns battles weren´t fought on continuous and very wide fronts, which is exactly what HOI simulates. Period.

Well, as i already posted in some other threads i´m still hoping for a military system that will change in the mid- to late game. So; some kind of the current system at start, which then later changes to the move=attack system
 

FOARP

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wildbillhdmax01

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But claiming ALL Victoria 2 battles are whack a mole is NOT true.

IMHO Most Battle are whack a mole in Vic2 when it's Civ Nation Vs Civ. Unless you outnumber them to such a low amount of men that then can be wipe out in one battle. Civ Vs Cis is just going back and forth until you completely destroy that Army. Attack Win, Retreat, chase after them, repeat until destroyed or can longer pursue. Or Civ Vs Unciv is just one battle and completely destroyed. At least EU4 works better in the sense that they Retreat so far that they can Escape and regroup, and like said before manpower is an issue.
 

FOARP

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IMHO Most Battle are whack a mole in Vic2 when it's Civ Nation Vs Civ. Unless you outnumber them to such a low amount of men that then can be wipe out in one battle. Civ Vs Cis is just going back and forth until you completely destroy that Army. Attack Win, Retreat, chase after them, repeat until destroyed or can longer pursue. Or Civ Vs Unciv is just one battle and completely destroyed. At least EU4 works better in the sense that they Retreat so far that they can Escape and regroup, and like said before manpower is an issue.

That's pretty much the long and the short of it. The ACW lasted for "4 years, 3 weeks and 6 days", but playing in Vicky 2 as the Union you can crush the Confederate armies in a matter of months, and then all that's in your way is the (equally ridiculous) occupation mechanism. You get around the limits on the number of troops that can be in a province by simply bringing your units together only for the battle, and battles consist of completely destroying the enemy down to the last man.

The kind of Fabian strategy that Lee used around Petersburg and Richmond is completely impossible in Vicky 2 because combat simply results in a dog-pile. A rapid march through Georgia like Sherman's can't happen due to the occupation mechanism. There's no need to defend in the west as the CSA because you can win just by concentrating everything in the East.

The problem would be the transition to one system to another in a smooth way.

Not if you just have move=attack from the start.
 
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No idea

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I would love to see counters in this game, the icons aren't BAD but I just prefer counters.

Same here. I think for next game/expansion there should be an option to use counters. The only problem would be HOW to implement it, since in the game there are just 3000 men units. We could say 3000 men = one regiment (and we could use the regiment counter) but more than that, what?. Even in HoI there is just a single combat unit (the division). The rest are "bricks" (brigades), that make divisions, and HQs. There isnt really any other "combat" counters apart from brigades and divisions

PS. By the way, I dont think we will see any other expansion for Victoria 2. Johan said a few weeks ago that they made a new game AFTER "several years" (you can try to guess what that means) have passed since the last expansion or DLC went gold. Taking EU series as an example, 3 years passed since DW came unitl EU IV went gold. That basically means that we can expect Victoria 3 by 2016 or late 2015. Why another game and not an expansion?. Well, because, unitl now, PI has realeased one of their big titles (HoI, EU, CK and Victoria) per year. So far the "production queue" has been: EU, then HoI, then Victoria, and then CK. This year we have seen Eu, next year I think HoI will come, and by 2015 or 2016, should be the turn for Victoria 3. If an expansion for Victoria was released next year, the Johans words about waiting "several years" (see above) and the "production queue" of Paradox couldnt be reconciled. The only way to reconcile both things is no more expansions for Victoria, but simply Victoria 3 by 2015/2016.

Of course, I acknowledge that all this is guessing, and PI can change its mind
 
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wildbillhdmax01

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Same here. I think for next game/expansion there should be an option to use counters. The only problem would be HOW to implement it, since in the game there are just 3000 men units. We could say 3000 men = one regiment (and we could use the regiment counter) but more than that, what?. Even in HoI there is just a single combat unit (the division). The rest are "bricks" (brigades), that make divisions, and HQs. There isnt really any other "combat" counters apart from brigades and divisions

PS. By the way, I dont think we will see any other expansion for Victoria 2. Johan said a few weeks ago that they made a new game AFTER "several years" (you can try to guess what that means) have passed since the last expansion or DLC went gold. Taking EU series as an example, 3 years passed since DW came unitl EU IV went gold. That basically means that we can expect Victoria 3 by 2016 or late 2015. Why another game and not an expansion?. Well, because, unitl now, PI has realeased one of their big titles (HoI, EU, CK and Victoria) per year. So far the "production queue" has been: EU, then HoI, then Victoria, and then CK. This year we have seen Eu, next year I think HoI will come, and by 2015 or 2016, should be the turn for Victoria 3. If an expansion for Victoria was released next year, the Johans words about waiting "several years" (see above) and the "production queue" of Paradox couldnt be reconciled. The only way to reconcile both things is no more expansions for Victoria, but simply Victoria 3 by 2015/2016.

Of course, I acknowledge that all this is guessing, and PI can change its mind

Sir lets be honest. You have no idea! :D

I'm Sorry! I had to! I couldn't pass it up.

Any ways. I can go for Vic3 in 15/16 :)
 

Sarius1997

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The problem would be the transition to one system to another in a smooth way.


Yeah, i didn´t find a good way to do this until now unfortunaly. :(

Not if you just have move=attack from the start.

Which wouldn´t fit for a period until maybe 1870.
 

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FOARP

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War is a distraction from running a solid economy and managing social progress :)

. . . which is why it's so useful when the economy is bad and social progress is in the doldrums, as numerous dictators have found :)