I don't think there should be any free manpower in the doctrine trees at all. There's too much free manpower floating around in the game already.
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I'd be fine with the manpower buffs in doctrine if they came with appropriate downsides. Like debuffs to production and combat efficiency. Or better yet, since it's doctrine, throwing increasingly untrained and desperate troops should add to the tactics pool less effective and desperate tactics that reflect your use of indiscriminate conscription or mass mobilizaiton
The very same argument used to be made against fuel. The difference between Superior Firepower and Mass Assault in terms of ammo versus equipment is just as compelling as Germany's fuel situation 1938 vs 1942.But basically there's no functional difference between producing infantry equipment or infantry equipment and "ammo".
Giving them an unfair advantage over other land doctrine paths and overall less land doctrine options to the players, since 2 of them are clearly superior.
Actually, yes. Yes I can. Superior Firepower in vanilla, even after the nerfs in 1.9, is still by far the best doctrine for every nation, bar none. Soft attack is objectively the best stat in the game, and it's the only doctrine that provides it. Right-Left is the best doctrine for tanks in the game, giving them insane soft attack, as well as being the only land doctrine to give a bonus to air superiority, which provides more or less the same benefit to division speed as mobile warfare has in the form of penalties to enemy divisions, as well as debuffing enemy defense. Even if you don't use tanks, Superior Firepower Right-Right is the best doctrine for infantry in the game, providing better soft attack than any other doctrine.There are exceptions, Superior Firepower is a no-brainer when playing USA, but can you say the same thing about most minor nations who desperately need manpower?
No. If anything else, like others have said, manpower bonuses should be removed from land doctrines, not added.This is why I propose to give a bonus of +5.00% manpower at the end of every land doctrine path, it will give a lot more variety in terms of tactics, since there won't be 2 paths greatly superior to others.
Provided it deemed necessary, a simple increase of in-combat attrition will have the same results, minus micromanagement.they need to introduce ammo (and its production)
Gotta disagree with this. The way I see it, new players do choose to use Mobile Warfare, yes. However, they use it wrong. If used correctly it can be the best tree in the game by far. Also, one should never take the 5% manpower. 40w, 14/6 Medium Tank Divisions, already insanely powerful, become even better. For competitive multiplayer, if you are a country building tank divisions, i.e. South Africa, Canada, US, Germany, etc. you MUST take MW right-right. Will your infantry suffer? Sure, but they're just there to hold the line, not participate in any meaningful way other than to defend. Using infantry for offensive operations is wasteful, every factory you have replacing infantry equipment and artillery losses could be producing medium tanks. That's how new players misuse MW, they still attack with infantry and don't know how to optimize their production.Mobile Warfare: "I'm new to the game, and don't know all the meta tricks and tips, but tanks are cool and there's some extra manpower here that I can grab without borking my production!' or alternately; "PANZERLIED!!"
Superior Firepower: "I've been playing this game long enough to know the meta"
Grand Battleplan: "F--k micro; I'm gonna go make a sandwich"
Mass Assault: "I've been playing this game long enough to know SF is better, but I thought I'd challenge myself this time"
^ Grand battleplan is the most micro-intensive option in terms of # of inputs needed to optimize its bonuses, since you have to constantly redo spearheads to keep planning bonus high.
Hot take alert here, Mass Assault - Left Branch is the 2nd best option for Germany after MW - Right - Right. Especially for Germany players that are new to the game that skimp on tanks and decide to attack with infantry/artillery.
How long does it take to get there to the max? Besides, it's only on offensive. Provided you need to hold the line, all that planning is quite a dead-weight.GB gives breakthrough to army and stacks that with planning bonus' increase to breakthrough, so infantry attacking with GB take a lot less damage and at literal max planning GB left gives the most generic damage bonus of any doctrine path.
How long does it take to get there to the max? Besides, it's only on offensive. Provided you need to hold the line, all that planning is quite a dead-weight.