Maybe the balancing early on for these minors is that their divisions have too little strength and start with too little equipment.
Yeah, I do wonder if one of these is the issue:
1. AI doesn't build much infantry equipment so its divisions are under-strength
2. AI doesn't research doctrines as a priority
3. AI doesn't make planning bonuses against countries that can attack them
Something seems off, since Czechoslovakia should certainly not have been the cakewalk it ended up being in the stream - even Daniel was expecting a tougher fight, which is why he saved the game before the declaration of war. In practice, the Hungarian divisions defeated the Czech divisions pretty much everywhere, which points to some kind of large-scale factor being neglected somewhere.
Here's an interesting idea - is Grand Battle Plan doctrine actually the best doctrine for blitzkrieg? Build up a nice 100% planning bonus against your enemy pre-war (thus dodging the problem of how long it takes to get such a big bonus since you're not actually at war) and then take their country before it decays. Even if your opponent makes a plan against you pre-war, you'll still be 50% ahead of him, and it seems like that bonus would be better than the bonuses any of the other doctrines might give in a short war.
And therein lies the problem.
It's good that Daniel's streams highlight these issues, though. It'd be stupid if infantry spam was the optimal tactic but all Daniel ever showed us was sweeping tank encirclements and concentrated air power, then we all get the game and find out that infantry spam is way more effective.
I do hope they make pure infantry less effective - WW2 was generally a war in which "new" (tanks, air power, trucks, submarines, carriers) weapons were proven to be more effective than "old" weapons (entrenched foot infantry, battleships, cavalry), and I think the game balance should reflect this. Spending industry on tanks should generally give you a better military than spending it on infantry, to give one example.
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