Interesantes las respuestas que dan los desarrolladores a varias preguntas sobre el nuevo sistema de frentes en Victoria 3.
Hello and welcome! Today we will dig into the core mechanics of land warfare, including Fronts, Generals, Battalions, Mobilization, and more. But let’s take a moment first to recall the pillars of warfare in Victoria 3 from last week’s diary...
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En general me gusta el sistema; destaco tres respuestas (que son ante las que más dudas o criticas tengo):
1) Representación económica del avance tecnológico:
Different tech tiers of military goods are not modelled as separate goods but rather as larger quantities. This doesn't just go for military goods but all goods in the game: increased quality is modeled as an increase in quantity. Better bakeries don't produce different bread, just a larger number of Groceries. When Pops buy better quality clothes, we represent that as more clothes rather than level 5 clothes.
There's some exception to this! Luxury Clothes and Luxury Furniture are separate goods from the basic versions. Similarly there are distinctions between Man-o-Wars and Ironclad ships, since this represents not just an increase in the quality of a fleet but a huge shift in approach where entire industries had to retool.
It would of course have been possible for us to add every military invention as new goods, but other than performance concerns it would also have made e.g. the trade game a lot more cumbersome as you'd have to ensure you trade with the country who produces exactly the guns your troops need, and if they switch to something different you have to find a new trading partner, etc.
Echo de menos que "completen" esta información, en el que la calidad es sólo más cantidad (o sea, que el avance tecnológico sólo se traduce en un aumento de la eficiencia), con cambios en la demanda. Es lo que cabía esperar de un sistema en el que no existen "bienes" propiamente dichos, sino que todo son "servicios" (eso lo discutí antes, y
es lo que menos me convence del sistema económico planteado sobre todo por sus implicaciones monetarias).
Para evitar el típico snowballing paradoxero espero que haya un cambio de expectativas (o sea, que aunque el nivel 6 siga siendo el mismo nivel de vida, se juzgue insuficiente por POPs una vez que clases sociales superiores superen, por decir algo, el nivel 30).
En el campo militar diría que quedará bien, vía métodos de producción: la calidad de los regimientos que reclutas desde las estructuras militares dependerá del método de producción que elijas (que supongo que requerirán más armas para los mismos soldados) ¡Espero que los barcos funcionen así también!
2) Qué puede hacer el jugador en el aspecto militar:
You can give new Orders to Generals at any time; choose to mobilize more of them; give Orders to Admirals, which are quite different from those available to Generals and which we'll learn more about next week; choose to activate more Conscripts (more on that in a couple of weeks); choose to move them to different Fronts or focus on specific Fronts; and handle all the economic aspects of the war and its impact on your industry and Pops, to name a few things you might need to deal with during war, in addition to all the stuff you usually deal with during peace.
Demasiado simple, en mi opinión. Recodemos que las órdenes son sólo tres: "stand by", "advance" y "defend". Me gustaría que hubiera "rules of engagement" (que la decisión de atacar o defender sea una escala entre la escaramuza y "hasta el último hombre"), y aprovechando que puede haber varios generales en un mismo frente que haya órdenes que simulen la coordinación entre ellos, simulando por ejemplo refuerzos o contraataques. Tampoco me gusta que no puedas organizar tú los regimientos bajo cada general. Habrá que ver hasta qué punto funciona que ciertos accidentes geográficos "creen" frentes (ponen como ejemplo los Grandes Lagos en la frontera EEUU-Canadá).
3) Carne de DLC:
There is no specific "guerilla warfare" mode, though I agree with you that this system is well suited to it and we have discussed it internally already. It's unlikely we can include this for release but it seems very likely to appear in the future. On that note I can also mention that "limited wars" in the sense of wars limited to a certain geographic region (e.g. colonial wars) is also something we think would work very well in this system, and are considering in much the same way.
Decepcionante porque es la primera aplicación que se me ocurrió para este sistema. Evidentemente, llegará.
Bonus track: buena sugerencia de la amiga @Clophiroth:
Can we reassign generals so we send problematic generals to minor armies in the colonies instead of keeping them at home with the big army?
Rehoming Generals between Strategic Regions is not part of the system as this would be too fiddly and introduce some unfortunate exploits. However, getting this option as a one-time thing to deal with a problematic General would be a very cool event! I'll ping the appropriate people.