Hi
Here are a few considerations I made after
- conquering the world with Germany
- ending with 950 IC and tons of puppets
- keeping peace with SU till 1951
- ...
Combat
- Micromanaging your army into stack of 1 divisions with marshals stacking 9 "stacks of 1 divisions" is (too) efficient for training generals. Officer babysitting should be handled by time, military academies or an offmap mechanic. Not doing it wasn't much of a hindrance, though, even if AI excels at it
- On the contrary, AI sometimes gets stuck. Italian AI, especially
- IMHO artillery is too good. You starts with lots of it. You can produce more. It's versatile, cost efficient and packs tons of power. Due to the time cost of reasearch, it makes all other brigades but attached tanks obsolete as an attachment for infantry.
- nukes are immensely powerful. Nuking Washington, New York, London and Detroit was such a pleasure that the whole stuff balances out.
- CAS suck. To use them you have to pursue a new treeline while most nations start with a few Tacs that will get nothing out of it. Having each level of Tac giving one blueprint for equivalent CAS and CAS excelling a little more (say 2 points of ground attack more) at close air support would help quite much. Same for useless naval bombers who are obsoleteted by CAGs.
- I use only 5 types of national stacks :
** garrisons, with 1 shitty commander and 1 garrison
** Korpses of 3 inf with artillery brigades
** Waves 8 int with art brigades + 1 HQ with art brigade (for offense support)
** Panzer Gruppes of 3 armor with armor brigades (for encirclement)
** Spearheads of 9 panzers (for combat and encirclement) with the biggest armor brigade I can find
Did I miss a point ?
Offscreen management
- skipping some brigade types is too easy. Especially AT (more panzers are simpler to muster for AT duty), selfpropelled artillery (huge research cost for little gain), rockets (artillery does the same thing for less headaches), useless non combat brigades (cost you too much in concentrated firepower versus artillery or armor brigades)
- ministers are too hierachized. The ones giving you bonus IC, bonus manpower or bonus land speed obsolete everyone else
- annexing France is too much of a PITA. IMHO French Guyana (Cayenne) should carry no VP, so that conquering Africa allows annexion of France.
- naval warfare is about building Carriers, CVs, CAGs and more carriers. Reseraching a few aircombt doctrines helps. Just make sure you have some screens to avoid maluses. Realistic, but boring. BTW a 10 hour games is decided in the 10 seconds where your major fleet collides. No reason ever to put any research in BBs, BCs, or anything but carriers and destroyers. With some CLs for BU if you have unused spare research.
- the carrier strike on port mission means dire consequences for the home fleet.
- Big puppets (Hungary, Romania, nat spain, ...) are insanely good. At least for providing infantry reserves. I had 15 div of infantry at every province bordering SU (including south borders without a single german soldier inside it. Courtesy of Hungary, bulgaria, romania and the ottoman empire. This is not a problem, but players must remind that liberating nations is a key element of victory (far more than air superiority). On a related note, puppets building garrison divs are a godsend : an italian garrison is as good as a german one and saves so much german MP.
- Production AI doesn't understandsimple tick boxes like "prioritize reinforcements" or "prioritize upgrades". Not to mention the lacking "prioritize repairs" that would avoid needing micromanagement to counter the strategic bombing campaign of allies
Here are a few considerations I made after
- conquering the world with Germany
- ending with 950 IC and tons of puppets
- keeping peace with SU till 1951
- ...
Combat
- Micromanaging your army into stack of 1 divisions with marshals stacking 9 "stacks of 1 divisions" is (too) efficient for training generals. Officer babysitting should be handled by time, military academies or an offmap mechanic. Not doing it wasn't much of a hindrance, though, even if AI excels at it
- On the contrary, AI sometimes gets stuck. Italian AI, especially
- IMHO artillery is too good. You starts with lots of it. You can produce more. It's versatile, cost efficient and packs tons of power. Due to the time cost of reasearch, it makes all other brigades but attached tanks obsolete as an attachment for infantry.
- nukes are immensely powerful. Nuking Washington, New York, London and Detroit was such a pleasure that the whole stuff balances out.
- CAS suck. To use them you have to pursue a new treeline while most nations start with a few Tacs that will get nothing out of it. Having each level of Tac giving one blueprint for equivalent CAS and CAS excelling a little more (say 2 points of ground attack more) at close air support would help quite much. Same for useless naval bombers who are obsoleteted by CAGs.
- I use only 5 types of national stacks :
** garrisons, with 1 shitty commander and 1 garrison
** Korpses of 3 inf with artillery brigades
** Waves 8 int with art brigades + 1 HQ with art brigade (for offense support)
** Panzer Gruppes of 3 armor with armor brigades (for encirclement)
** Spearheads of 9 panzers (for combat and encirclement) with the biggest armor brigade I can find
Did I miss a point ?
Offscreen management
- skipping some brigade types is too easy. Especially AT (more panzers are simpler to muster for AT duty), selfpropelled artillery (huge research cost for little gain), rockets (artillery does the same thing for less headaches), useless non combat brigades (cost you too much in concentrated firepower versus artillery or armor brigades)
- ministers are too hierachized. The ones giving you bonus IC, bonus manpower or bonus land speed obsolete everyone else
- annexing France is too much of a PITA. IMHO French Guyana (Cayenne) should carry no VP, so that conquering Africa allows annexion of France.
- naval warfare is about building Carriers, CVs, CAGs and more carriers. Reseraching a few aircombt doctrines helps. Just make sure you have some screens to avoid maluses. Realistic, but boring. BTW a 10 hour games is decided in the 10 seconds where your major fleet collides. No reason ever to put any research in BBs, BCs, or anything but carriers and destroyers. With some CLs for BU if you have unused spare research.
- the carrier strike on port mission means dire consequences for the home fleet.
- Big puppets (Hungary, Romania, nat spain, ...) are insanely good. At least for providing infantry reserves. I had 15 div of infantry at every province bordering SU (including south borders without a single german soldier inside it. Courtesy of Hungary, bulgaria, romania and the ottoman empire. This is not a problem, but players must remind that liberating nations is a key element of victory (far more than air superiority). On a related note, puppets building garrison divs are a godsend : an italian garrison is as good as a german one and saves so much german MP.
- Production AI doesn't understandsimple tick boxes like "prioritize reinforcements" or "prioritize upgrades". Not to mention the lacking "prioritize repairs" that would avoid needing micromanagement to counter the strategic bombing campaign of allies
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