Occupation is really worthy if you're not a satellite in a big faction because then your occupations are easily stolen.
That still wasn't my damn point but sure, if that is the hill you want to die on.Not true, occupation is rewarded. You also get reductions to your demands based on what you occupy.
The Moscow Declaration only stated that Austria would become independent from Germany once again, but there was nothing specific about the occupation.
That still wasn't my damn point but sure, if that is the hill you want to die on.
Hmm, the German Wikipedia page on the Allied occupation of Austria claims the following:
"The zones of occupation and the joint administration of the City of Vienna were established in the Agreement on Allied Control of July 4, 1945 and in the Allied Agreement on the Zones of Occupation of July 9, 1945. The approximate borderline of the zones had already been decided in the Moscow Declaration of October 30, 1943. This division only experienced small changes and shifts with the arrival of France as an occupying power."
Should make it so that whoever justifies a wargoal against a province should get that province no matter what, unless someone else has a claim or core on it.
I can see where you're coming from, but I think this will only make it extra confusing gameplay-wise, especially when you have countries of different ideologies in the same faction.Why not both?
Alternatively, make different ideologies value one thing more than the other. E.G. Fascists could get more say from inflicting casualties (this would encourage an aggressive playstyle) and democracies more from suffered casualties. Communists and non-aligned would be in-between.
Your point was that casualties is valued but strategic successes are not, which is not true considering there is a part of the war score literally called "occupation", gained from the conquest/liberation of victory points. If a country sits at the border taking very high amount of casualties while another actually conquers, the latter will get more war score because of the occupation.
Here's a an example:
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I (Mao), because I'm a player, have been at the origin of almost every major Chinese offensive, most of the time with no support from Chiang Kai-shek. We're going to win the war and it's without a doubt thanks to me, as I've made the most advances and made almost every encirclement (more than half the Japanese casualties were caused by me). Without me, China would have lost in 1939. But it had been rewarded, I have nearly 50% of the war participation despite having 4 times less casualties than the nationalists. Because of most of the war participation is from occupation. I have around 1200 of it, for 200 from casualties. Even China has more from occupations than from casualties.
But at the same time, China has 3 times more divisions than I have, far more manpower, twice more factories and lost far more men than I did. Thanks to all that, they held the front, including my flanks and my own territory, while I was doing the major offensives. They defended the encirclement that I've made, sometimes supported my attacks, sometimes even made attacks of their own, captured the difficult terrains like the mountains, etc. While I was focusing my forces to capture one or two cities, the nationalists held the front everywhere else in China. Sure, without me, they would have collapsed in 39. But without them, I wouldn't have survived either. The war participation is actually a realistic representation of what happened in that game.
If the war participation was based on inflicted rather than sustained casualties, then my score would have gone from 50% to more than 75%. I would have been rewarded twice for my offensives. First by the occupation, then by the inflicted casualties from the encirclement. It wouldn't have been a realistic representation of the war effort in my game, instead it would have unfairly favored me, the player, while I was already favored by simply not being an AI.
As you obviously noticed, the game is modded, and maybe the war participation was tweaked a bit, but still without replacing sustained casualties by inflicted casualties. At worse, the vanilla game would just need to make its own tweaking, but there is really no need to introduce inflicted casualties in the game.
I admit that I'm far from an expert on post-war occupation, but Wikipedia is a dubious source at best. Even the article on the Moscow Declaration doesn't say anything of occupation zones, only that it would be independent from Germany after the war. Several books on the Eastern Front, such as Glantz's When Titans Clashed, say that the Soviet Austrian campaign was politically motivated by the unclear state of post-war Austria and a desire to force it to their side.
I said in my post that if the war score was determined according to inflicted rather than sustained casualties, then Chiang war participation would drop from 50% to 25%. As I said, it's not an accurate representation of their part to the war effort. Yes, it shows that their attacks were less effective, but it's not a fair view considering that war is not just about attacking all the time and that I led most of the offense while he led most of the defense.
Attacking empty lands pretty much never happens unless you're backstabbing someone or you destroyed the divisions defending these lands. The first case is often the result of an "exploit" or a bug. The second case, however, is closely tied to the casualties you made. You encircle the divisions, destroy them then advance until the enemy brings reinforcements. So yeah, you're being rewarded twice with inflicted casualties.
It's not broken, it just represents the war lasting some time with back and forth, as well as the liberation of conquered territories. Without it, the US would get as much war participation from occupation as the Soviet Union, maybe even more.
Again, you're taking your examples from the wrong war. During WW2, Italy did attack France. It was the battle of the Alps. The French had less than 500 casualties while the Italians suffered nearly 5000 losses. Germany did care and forced France to sign an armistice with Italy. In it, Italy received a few small cities and a HoI4 state size occupation zone. Not a lot (especially considering Mussolini wanted the French colonial empire and 1/4 of France), but something suited to the shitty war participation they had (very few casualties and no occupation). It did serve to tie down 170 000 French soldiers who didn't fight the Germans though. However, if what had mattered was the number of inflicted casualties, Italy would've received nothing at all.
I don't want this to become a complete back and forth, but I really want to stress a few points again.
Lastly, I'm referencing WWI all the time because the AI acts like WWI generals rather than WWII ones (it fails to react to problems quickly enough and can't recognize the situation on the battlefield accurately, much like WWI generals out of contact with their troops launching miserably-ineffectual assaults). You'll also notice that WWI-style attritional fighting is what is rewarded most by the game's warscore system, and the massive casualties sustained are also in WWI levels. All that is besides the simple fact that there were only 2 world wars, and referencing the previous one doesn't seem so irrational when it comes to determining how a peace conference should be led.
Peace conferences are imho one of the last places where AI needs a buff. They often mark the (near) end of a game and skewed outcomes rob the player of a sense of accomplishment. It is the thing you work towards throughout the whole game and the AI coming out strengthened from a peace conference is too late to give it a tangible advantage (unless going for WW3 perhaps).But I don't think we should penalize the AI even more, while it's already penalized by the fact that it's an AI
The examples refer to early or midgame situations like the CUF defeating the Japanese.Peace conferences are imho one of the last places where AI needs a buff. They often mark the (near) end of a game and skewed outcomes rob the player of a sense of accomplishment. It is the thing you work towards throughout the whole game and the AI coming out strengthened from a peace conference is too late to give it a tangible advantage (unless going for WW3 perhaps).
I said in my post that if the war score was determined according to inflicted rather than sustained casualties, then Chiang war participation would drop from 50% to 25%. As I said, it's not an accurate representation of their part to the war effort. Yes, it shows that their attacks were less effective, but it's not a fair view considering that war is not just about attacking all the time and that I led most of the offense while he led most of the defense.
Attacking empty lands pretty much never happens unless you're backstabbing someone or you destroyed the divisions defending these lands. The first case is often the result of an "exploit" or a bug. The second case, however, is closely tied to the casualties you made. You encircle the divisions, destroy them then advance until the enemy brings reinforcements. So yeah, you're being rewarded twice with inflicted casualties.
It's not broken, it just represents the war lasting some time with back and forth, as well as the liberation of conquered territories. Without it, the US would get as much war participation from occupation as the Soviet Union, maybe even more.
Again, you're taking your examples from the wrong war. During WW2, Italy did attack France. It was the battle of the Alps. The French had less than 500 casualties while the Italians suffered nearly 5000 losses. Germany did care and forced France to sign an armistice with Italy. In it, Italy received a few small cities and a HoI4 state size occupation zone. Not a lot (especially considering Mussolini wanted the French colonial empire and 1/4 of France), but something suited to the shitty war participation they had (very few casualties and no occupation). It did serve to tie down 170 000 French soldiers who didn't fight the Germans though. However, if what had mattered was the number of inflicted casualties, Italy would've received nothing at all.
The reason sustained casualities are rhetorically more powerful than inflicted casualities is because:Rhetorically speaking, wanting repayment for lives lost is worth more than insisting on a reward for having been the best at killing the enemy, especially if said killing didn't include occupying enemy land.
There may be something I'm missing, but doesn't it make sense for inflicted casualties to be more important than sustained casualties for war score?
If you play as France and lost 500k manpower and only inflicted 30k manpower, you did pretty much nothing for the war effort, but still, you got a lot of war score.
If you play as Yugoslavia and lost only 30k manpower and inflicted 500k manpower, you did a lot for the war effort, but still, you barely got any score.
When you defeat fighters or sink ships you also basically inflict manpower casualties, but they don't count for the war score because it counter-intuitively only matters the sustained casualties.
I believe the developers got the idea that sustained casualties matter for war score from this loading quote:
"I only need a few thousand dead so that I can sit at the peace conference as a man who has fought." - Benito Mussolini
But, can you really take Mussolini's word for it? He wasn't exactly the most competent commander, and that's mildly put. If you want advice on how to bake a cake you listen to a good baker, if you want advice on how to best run a state you listen to a good statesman, not Mussolini.