bbasgen said:To follow on Carroarmato-P40's comments, I'm not sure I see the gameplay usefulness here. Mobilization in Victoria was very good and realistic -- when you mobilize, your economy is just devastated! In WW2, the effect would be similar, but the economy would recover far more quickly since modern industrialization allowed women, children, and the elderly to go to work.
In WW2, in some sense you could say every nation "mobilized" at some point to reflect "total war", yet -- for what countries did pre-mobilization versus post-mobilization have a significant military impact? In other words, the aggressors wouldn't really need such a system. The Allies were certainly effected, but isn't this already modeled by IC penalties? Further, look at mods like WIF, that prevent unit building. Why not use those existing approaches, rather than create another layer of complexity?
It would be nice to have it in, but also have an automation-option, where you "ignore" the procedure and just spew out divisions. However, in the smaller campaigns it's funny to redistribute forces from one leg to another. In the Desert-wars I'd love it if I could be able to detach a brigade and reinforce another division with this, when going for a certain target. While I wouldn't do it in the big game (very much) I think I sometimes would like to be able to make very powerful tank-divisions or being able to scatter a garrison over a larger area (rather that "2% potential partisan activity - currently supressing 26%).
Another thing that could be cool with this option is the spreading of units once defeated. Now they retreat in a rather orderly fashion and arrive at the same destination as a (reasonably) coherent division. If the division was made from 2+ brigades, then depending on the assault, these brigades would be scattered into different provinces (sectors). For the division to achieve operability they have to get the "missing" brigades back in line or be permanently understrength (or until a new brigade is attached).
This way, you'd also be able to leave behind garrisons at conquered sectors. "unload" a brigade to garrison, say Tobruk, and the division(s) continue east.
So setting up a division (in my "dream" micromanagement-scenario):
You pick at least one brigade to form a division, but automatically it'll pick three. If you choose two armor-brigades and one motorized infantry (tweaking may occur), you've got an armored division. The division is commanded by a mj. general (or above) and each brigade is commanded by a brigadier or equivalent. You can choose your general but assignment can also happen automatically.
You can then attach a varity (and number) of regiments/brigades.
Tank-brigades: Makes the division stronger (hard), requires more fuel and supply.
Mechanized infantry: Makes the division stronger (hard/soft), requires more fuel and supply.
Motorized infantry: Makes the division stronger (soft), requires more fuel and supply.
Regular infantry: Makes the division stronger (soft), requires more supply, slows down the division.
Cavalry: Makes the division stronger (soft), requires more supply.
HQ: Makes the division better organized. The HQ is commanded by a Lt. General or above and is intended as the lead division in a corps.
Anti-Tank/Art/AAA: Makes the division stronger (hard/defensive), requires more supply, makes the division slower.
SPAT/SPArt/SPAAA: Makes the division stronger (hard/soft/a-air), requires more supply and fuel.
Garrison/MP/Militia/Intel (my invention): Makes the division slightly stronger and/or can percive the enemy more accurately, very handy if you are going for a longer haul, where securing long supply-lines is needed.
Detaching brigades, aside from weakening the division also carries some concequence to the operations of the detached unit. An AT-brigade can't attack (or only very poorly so) and moves very slowly on its own and defends poorly against infantry attacks but good against armor. An Intel-brigade, while being able to "see" the enemy close by, can't attack or defend. A garrison can only make weak attacks, but defends better. HQ can organize units in it's vincinity but can't defend nor attack.
(The intel unit makes you see your enemy in more detail. It also confuses the enemy regarding your size. If you are relatively weak it gives the enemy the impression that you are in fact strong and vice versa. They also, from time to time gives you glimpses far behind the fog of war as they pick up information. If the enemy has more intel's in your vincinity than you, they can misinform your intel giving you the wrong impression despite "good intel". Your number of spies within the enemys nation/administration (as in HOI2 Armageddon) increases both your immideate intel but also your "distant" intel.)
Well, I'm rambling. Sorry.