I don't know what the "cornflakes" DLC is all about, but Paradox, in the name of all that is holy,
fix the Pacific War!
fix the Pacific War!
This being the 4th iteration of HOI, I am starting to think that the best fix for the Pacific theater would be to split the franchise into two separate games, one each for ETO and PTO. The situations between the two are so drastically different that in some cases they should be using fundamentally different game mechanics. Just as it is hard to get good game balance with a one-size-fits-all approach to major and minor countries, it is also hard to get one system that does proper justice to both ETO and PTO.
To be honest, other than a few obvious things like Chinese focus trees, the biggest problem with the PTO is that the AI cannot handle the strategies needed for that kind of campaign. In MP games with just a few house rules to prevent US prewar buildup in the region, it plays out pretty well.
MP plays out pretty well, but of course could be better. The things that made island hopping could be reinforced if separate mechanics existed. The lack of ability to route convoys manually is awkward in the ETO, but is far more limiting in the PTO. The overall game mechanics do not lend themselves well to establishing a stalemate in China but separate mechanics could be developed that did so.I get what you are saying and I respect your input, but you kind of contradict yourself in this post. If MP plays out pretty well in both theaters in the current game, the mechanics must be satisfactory. It's just a matter of bringing the AI up to a state that can cope with the mechanics.
This being the 4th iteration of HOI, I am starting to think that the best fix for the Pacific theater would be to split the franchise into two separate games, one each for ETO and PTO. The situations between the two are so drastically different that in some cases they should be using fundamentally different game mechanics. Just as it is hard to get good game balance with a one-size-fits-all approach to major and minor countries, it is also hard to get one system that does proper justice to both ETO and PTO.
To be honest, other than a few obvious things like Chinese focus trees, the biggest problem with the PTO is that the AI cannot handle the strategies needed for that kind of campaign. In MP games with just a few house rules to prevent US prewar buildup in the region, it plays out pretty well.
MP plays out pretty well, but of course could be better. The things that made island hopping could be reinforced if separate mechanics existed. The lack of ability to route convoys manually is awkward in the ETO, but is far more limiting in the PTO. The overall game mechanics do not lend themselves well to establishing a stalemate in China but separate mechanics could be developed that did so.
The scale of ground battles tended to be different, usually smaller in the PTO. This makes divisional size units less than ideal for it and having most islands be a single province distorts that combat greatly. In a game dedicated to the PTO, they could zoom in, as it were, and provide more detail in a meaningful way.
Those are just a few examples off the top of my head. I do not see it as a contradiction at all, but rather having it come down to how one defines "pretty well".
Here is another way to look at it. They may well manage to get it so that both theaters get a C+ or even a B rating in a combined game, but would it not be that much easier to get one theater or the other an A rating if it only had to handle one and not make compromises to accommodate the other?
I too have WiTE. There are some things that it does much better than HOI in representing the Russian front, including pretty much all of the combat. There are still a few things HOI does better. To see that sort of detailed GSG approach done for the PTO is something we have not seen from any game and perhaps never will.
I am not even saying that I want two games or that they should do two games. What I am saying is that I have lost faith in PDS ability to properly portray the PTO unless they did it as a separate game. They have failed miserably in all previoius versions of HOI. This one comes the closest so far, but IMO is still well short of the mark.I'm not sure how many comprises there should be though. It's not as if the equipment used or the nature of warfare was radically different in the Pacific at the strategic level. Sure, Japan made some decisions differently to Germany, but if we want a strategic game, the game needs to be flexible enough for them to be a bit more sensible in terms of convoy defence and resource allocation, for example. The European theatre still needs to be able to handle isolated island garrisons (Malta) and the potential for the naval invasions of smaller islands (Malta, Crete) or invasions that were smaller than the division level (Norway) if it's shooting for the same level of plausibility. I still can't think of a key feature in one theatre that wouldn't be valuable in the other - in which case, why split them?
More importantly, splitting the games removes the interplay between the two theatres. The US having to decide how much of its navy to send to the Pacific and the British having to work out how to prioritise between Burma, Africa and Malaya, for example. Once they're cut out of things, there's a need to have some big-picture abstractions that necessarily limit the scope of the game (what to do with the Western hemisphere?), and more railroading. Also, while it would be possible to get two games, one for each theatre, two games is a bigger job to build than one - so we may find it's quicker to let the devs plug away at HoI4, rather than release separate ETO/PTO games (which I think would be great, but would be more operational than "grand strategy").
Just my 2 cents of course, not suggesting either of us is right or wrong, just talking it out.
I am not even saying that I want two games or that they should do two games. What I am saying is that I have lost faith in PDS ability to properly portray the PTO unless they did it as a separate game. They have failed miserably in all previoius versions of HOI. This one comes the closest so far, but IMO is still well short of the mark.
I'm just spitballing here, but I was wondering if the stalemate in China could be represented by an entirely new occupation system. Maybe the mechanics gamers have been using for years to represent province control (since the old Avalon Hill games of yore) are out of date.
What if province control (in the Second Sino-Japanese War only) flipped back to Chinese control from Japanese control if there were no Japanese units present (with perhaps some other conditions checked)? What if the chance of flipping control (or time it takes to flip control) was tied to population values in the state?
I know we have partisan mechanics already, but the IJA doesn't seem to give a damn if partisans blow up rail lines and infrastructure. Japan can blitz through China, force capitulation and a peace conference without worrying too much about supply issues. This is most certainly not what happened historically, and the IJA had serious problems trying to pacify the countryside (beyond major rail lines).
I'm just spitballing here, but I was wondering if the stalemate in China could be represented by an entirely new occupation system. Maybe the mechanics gamers have been using for years to represent province control (since the old Avalon Hill games of yore) are out of date.
What if province control (in the Second Sino-Japanese War only) flipped back to Chinese control from Japanese control if there were no Japanese units present (with perhaps some other conditions checked)? What if the chance of flipping control (or time it takes to flip control) was tied to population values in the state?
I know we have partisan mechanics already, but the IJA doesn't seem to give a damn if partisans blow up rail lines and infrastructure. Japan can blitz through China, force capitulation and a peace conference without worrying too much about supply issues. This is most certainly not what happened historically, and the IJA had serious problems trying to pacify the countryside (beyond major rail lines).
province in HOI represents the area that one division can control, effectively deny another from operating in and come together to form a coherent defense In WW2, with good infrastructure and the right terrain, a single division could control a huge area and remain an intact fighting formation. Bad roads and infrastructure made this area smaller as divisional assets had to stay closer to be mutually supporting. Large local populations also made this area smaller as the division had to be more careful of partisans and had to guard more targets.
Bearing this in mind, the HOI map is not granular enough for China. Zhejiang province in Eastern China is represented by four HOI 2 provinces. This is less than Denmark despite being having over twice the size, 10 times more population and far more historic combat during the period.
Where this has real consequences is in defense. It's perfectly historical that there might 30+ Chinese divisions in an area the size of those 4 provinces. What's not historical is that the defenders could support each other over an area that large, which is what the superstack represents, divisions fighting together as a cohesive army. Two divisions in China could be 20 km apart as the crow flies but a week apart in travel time, yet those same divisions will instantly become a mutually supporting stack if their province is attacked. The province size makes Chinese defending superstacks possible.
Worse, the Japanese can advance as a single cohesive wave with no holes. Even with a million troops on the ground, they couldn't hope to maintain a coherent front and they didn't try. All they could effectively control were the cities and the rails between them with periodic sweeps into the vastly larger countryside. They even had a name for it. It was called “points and lines.” Whole Chinese armies, almost 500,000 nationalist troops and over a million communist ones were stationed behind Japanese lines when the war ended. With the current size Japanese strategy is just “invincible blob.” There is no risk of Japanese spearheads becoming dispersed and vulnerable to encirclement. There is no representation of how much of an obstruction even small amounts intervening terrain were to command and coordination once they got away from the rails. Hell, the provinces are too big to even represent the rails. Historically, the Japanese could and did win victories all across the front but still had to leave huge amounts of real estate unoccupied and full of Chinese troops.
That's actually genius. Tie the number of garrison units required to some theoretical pop value of the province or state. Use it for all theaters.I'm just spitballing here, but I was wondering if the stalemate in China could be represented by an entirely new occupation system. Maybe the mechanics gamers have been using for years to represent province control (since the old Avalon Hill games of yore) are out of date.
What if province control (in the Second Sino-Japanese War only) flipped back to Chinese control from Japanese control if there were no Japanese units present (with perhaps some other conditions checked)? What if the chance of flipping control (or time it takes to flip control) was tied to population values in the state?
I know we have partisan mechanics already, but the IJA doesn't seem to give a damn if partisans blow up rail lines and infrastructure. Japan can blitz through China, force capitulation and a peace conference without worrying too much about supply issues. This is most certainly not what happened historically, and the IJA had serious problems trying to pacify the countryside (beyond major rail lines).
I'm just spitballing here, but I was wondering if the stalemate in China could be represented by an entirely new occupation system. Maybe the mechanics gamers have been using for years to represent province control (since the old Avalon Hill games of yore) are out of date.
What if province control (in the Second Sino-Japanese War only) flipped back to Chinese control from Japanese control if there were no Japanese units present (with perhaps some other conditions checked)? What if the chance of flipping control (or time it takes to flip control) was tied to population values in the state?
I know we have partisan mechanics already, but the IJA doesn't seem to give a damn if partisans blow up rail lines and infrastructure. Japan can blitz through China, force capitulation and a peace conference without worrying too much about supply issues. This is most certainly not what happened historically, and the IJA had serious problems trying to pacify the countryside (beyond major rail lines).
Wouldn't such a mechanic revert to "whack a mole" partisans problem just without having to actually kill partisans in the process, but with the full annoyance of having to take back provinces multiple times?
Or it would be easy but frustrating to game by making 1 battalion divisions and having to micro to put them everywhere.
I think I would prefer something that cripples you indirectly like having to garrison the rear heavily or have no supply / org / TC at the front instead, and something that ties into current partisan mechanics better.
Micro? The garrison command works pretty darn well at suppression.
All you would need is a stream of small garrison/mp divisions and place them properly and forget about them.
Sure the garrison command works at suppressing current partisan mechanics, but what SM suggested was that all provinces would need to be guarded and those that are not guarded need to be taken back. I'm not so sure the garrison command either guards empty non-vp provinces or takes them back if they "flip".
The goal is not to make the player micro, but force them to invest substantial manpower and equipment in beating back waves of partisans.