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Dev Diary #44 - Battles

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Ave and welcome to another Dev Diary! Today I will be talking about how Battles work and what their consequences are. If you haven't already, I suggest you first read through the dev diary on Fronts and get acquainted with the concepts explained there.

Let's start off with a somewhat updated version of the Front panel. Do note that this is all still very much WIP and not all values are hooked in, balanced or polished. For example at the moment there are a lot more deaths in battles than there should be.

Who could’ve seen this war coming?

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In order for a battle to happen one side must have at least one General with an Advance order. Once this happens an advancement meter will slowly start to fill up and once it’s full a new battle will be launched. Various factors can increase or decrease the time it takes.

When the battle is created a sequence of actions unfolds before the fighting begins. All of these are in script and can be tweaked by mods as desired.
  • The attacker picks their leading General
  • The defender picks their leading General
  • The battle province is determined along the frontline
  • The attacker determines the number of units they can bring
  • The defender determines the number of units they can bring
  • Both sides selects their units
While there can be several Generals on the Front, only one is selected for each side in a Battle. They are not limited to selecting their own units and so may borrow additional ones from other Generals or the local Garrisons.

In addition each side randomizes a Battle Condition which provides bonuses (or penalties) to their units similar to Combat Tactics in Hearts of Iron 4. Unlike HOI4 though these are fixed for the duration of the battle. For example a General with the Engineer trait has a higher chance of selecting the “Dug In” Battle Condition which provides defensive modifiers.

Königgrätz anyone?
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Now the shooting (and dying) finally starts! The battle takes place over a number of rounds and will continue until one side is either wiped out or retreats. The round sequence is roughly as follows:
  • Each side determines how many fighting-capable men it still has
  • Each side inflicts casualties on the other side
  • Each side attempts to recover wounded casualties
  • Each side also suffers morale damage according to casualties
  • If one side is wiped or retreats, the battle ends

Units have two primary combat values: Offense is used when attacking and Defense is used when defending. It is wise to plan ahead and specialize your armies for the war you are planning to fight. There are of course a whole bunch of additional modifiers used in conjunction with battles.

Crack open the fortress of Liège!
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Casualties are determined by both sheer numbers and the relative combat stats between the two sides. For example a numerically inferior force equipped with more modern weapons may still emerge victorious against a larger foe.

When a side takes casualties it is randomly distributed amongst its units with some caveats.
Each unit has a majority culture depending on the pops in its barracks and casualties are applied roughly in proportion to unit culture. So with 4 French/1 Flemish units fighting on the same side the French will take roughly 80% of the casualties.

Not all pops who take casualties will end up dead though. A portion of these may instead end up as Dependents of other pops. After a long bloody war a nation may thus end up with a large number of wounded war-veterans who need to be supported by the rest of the population. In the long term this may be a cause of unrest and financial strain on the economy.

Morale damage is inflicted in proportion to the casualties and will slowly recover over time outside of battles presuming the units are in good supply.

One step closer to Unification
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After the battle is over two things will happen:

A number of provinces are Captured depending on how decisive the victory was, unit characteristics, Generals, etc. This will alter the frontline and the winner will occupy those provinces until retaken or the end of the war.
A victorious defender will only take back land that was previously lost to the enemy while a victorious attacker will push into enemy land and take control of more provinces owing to their aggressive posture.

Devastation is also inflicted on the State in which the battle was fought. Large, brutal battles waged with modern weaponry will increase the devastation caused. It reduces infrastructure and building throughput, increases mortality and causes emigration. These effects persist after the war and will take quite some time to recover.

That’s it for this week! Next week we switch over to the political battlefield and discuss Elections! *ducks back into the trenches*
 
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1. As long as the other generals are stationed at the front and not in battle their units may be borrowed like the garrisons.
Does this mean that there can be multiple battles going on at once?

What happens if one side has free generals with attack orders but the other side's generals are all already in battle? Does the free general wait like a true gentleman, or take the opportunity to dastardly attack some unled garrison for a presumably easy win? Or perhaps even flank or encircle the enemy on some ongoing battle?
 
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Are there plans to add fortifications you can build ahead of the war? (Historically those mattered a lot for the diplomatic play, and they'd be nice strategically)

Also can we maybe have general "stances" to at least get some minor control over their strategy of wich provinces to pick (aim for ports, go for capital, try encircling)?
 
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yes. and is the last bit supposed to mean something?
Just that the 3 button system has been criticized as "unfun" from the first minute the devs talked about warfare. There have been Threads brainstorming how the system could work with a little more (and interesting) player input like the many other systems of Victoria 3 e.g. politics, diplomacy and your mentioned economics. You don't JUST manage the economy in this game (per description on the steam page), and every "unfun" or irrelevant mechanic should be able to be criticized without saying "but you manage the politics and the economy". Pressing 3 Buttons is NOT fun in my and many others opinion, even if i don't dislike the concept of more automated warfare. (or a more automated economy as i think it should be...)
 
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Just that the 3 button system has been criticized as "unfun" from the first minute the devs talked about warfare. There have been Threads brainstorming how the system could work with a little more (and interesting) player input like the many other systems of Victoria 3 e.g. politics, diplomacy and your mentioned economics. You don't JUST manage the economy in this game (per description on the steam page), and every "unfun" or irrelevant mechanic should be able to be criticized without saying "but you manage the politics and the economy". Pressing 3 Buttons is NOT fun in my and many others opinion, even if i don't dislike the concept of more automated warfare.
as you say, there are many other threads on this.
 
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what do you mean by 'weakest?'
Least enjoyable. The rest of the game looks really, really good to me and I'm very excited for it but I'll be honest I am just utterly uninterested in warfare with this system. I also think there's a bit of problem with the implementation and design of it as the game gets towards the end. In 1840 you'd have a point that most national leaders didn't micro their militaries directly, but in 1915? 1925? It becomes much more common, especially among the ideologies that crop up in the later part of the game.
 
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The entire country starts a revolt timer and then you turn taxes down a bit when it gets close to firing, you mean, and the issue can be avoided entirely if you have enough cash on hand to tide you over for the duration of the war
That's... not how law works. I'm pretty sure this wouldn't work at all.
 
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1. Yes that may happen (there are alot of factors that goes into determining the size of the battle; for example a larger front tends to create larger battles)
2. Yes only troops under the generals direct command will inherit his commander modifiers

Larger in what sense?

Number of troops, or length of the front?

And will length of the front relative to the number of troops impact unit size, or will infrastructure/population levels in the state/province the battle is centered on?

The US Civil War saw fighting from the Atlantic coast to Texas and Oklahoma, but the engagements in the Appalachians and the fields of Virginia, Pennsylvania and the engagements along the Mississippi river were generally much larger than what happened across the river in the prairies and mountains of the Trans Mississippi theater.
 
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Critical strategic decisions like "go" or "stop," wow

From the sound of the dev diary you don't have any control over which general and what troops are fighting in any particular battle, the game just grabs some at random.

Max out taxes day one and maybe set up a trade route for guns, very deep
Every time someone reveals that the reason they want war micro is only because they don't want to actually learn how to play the core gameplay loop of the Victoria franchise is another point in favor of less war micro.
 
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I am on board for the more hands off front lines because they fit the overall game play focus of managing a big nation. But i had hoped for some more details and small square formations marching up and down and shooting at each others, really tiny, like a tilt shift photograph.
 
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Every time someone reveals that the reason they want war micro is only because they don't want to actually learn how to play the core gameplay loop of the Victoria franchise is another point in favor of less war micro.
I'd like warfare to actually have mechanics to learn. Throwing down a few barracks, picking the latest version of infantry production and telling your army "go get em" isn't much of a system to play with.
 
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And the politics. And Diplomacy. All with seemingly more choices for the player than actual warfare ("3 buttons") which has been criticized from the get go.
As has been already said, politics, economics, and diplomacy are the core gameplay. Therefore, they should take up most of the player's attention throughout the entire course of the game. Combat and battles are not. So they should only have as much granularity and control as to take up their appropriate amount of the player's attention. And what attention they do take up should be primarily tying directly back to the core gameplay mechanics. So actual nitty gritty of managing units in battle should take up only a very small amount of the player's attention, maybe 5% at the very most. Selecting generals and telling them whether to attack or defend does that quite well and leaves the player's attention able to focus on the core gameplay as it should.
 
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I'd like warfare to actually have mechanics to learn. Throwing down a few barracks, picking the latest version of infantry production and telling your army "go get em" isn't much of a system to play with.
If that's all you think you'll be doing during a war, then you really haven't been paying attention to the developer diaries or the AARs.
 
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Every time someone reveals that the reason they want war micro is only because they don't want to actually learn how to play the core gameplay loop of the Victoria franchise is another point in favor of less war micro.
[Insert GTA San Andreas meme here]

I just want to be able to tell Sherman to do his March to the Sea razing cotton plantations along the way. Or Scott's Anaconda Plan.

As far as I can tell, the current system doesn't allow anything like that and it just might be that the computer randomly does something like this, in like 10^11 iterations of provinces being conquered, one of them might end up similar.

But sure, let's assume everyone complaining about warfare being 3 buttons is just because they want to exploit the AI.
 
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If that's all you think you'll be doing during a war, then you really haven't been paying attention to the developer diaries or the AARs.
Yeah yeah, I'll be personally building every wheat farm in Russia and picking a law to periodically roll dice to pass too. Wouldn't want warfare to be too involved or I might get distracted I guess.
 
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As has been already said, politics, economics, and diplomacy are the core gameplay. Therefore, they should take up most of the player's attention throughout the entire course of the game. Combat and battles are not. So they should only have as much granularity and control as to take up their appropriate amount of the player's attention. And what attention they do take up should be primarily tying directly back to the core gameplay mechanics. So actual nitty gritty of managing units in battle should take up only a very small amount of the player's attention, maybe 5% at the very most. Selecting generals and telling them whether to attack or defend does that quite well and leaves the player's attention able to focus on the core gameplay as it should.
I feel like this post plays really well into what I said prior about the game running into design problems as it reaches the later parts of the game. If you have a large multinational global war in the 1900's, it's no longer a secondary mechanic of the game. It is entirely possible to have wars on the scale of WW1 and 2 in Victoria, it's insane to say conflicts of that magnitude should take up very little of the players focus. It should be the single most stressful and difficult part of the game and that's just not really possible with these mechanics, I'll just keep clicking a front and adding more generals until either my number runs out or theirs does. That's underwhelming to say the least for the war to end all wars.
 
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I feel like this post plays really well into what I said prior about the game running into design problems as it reaches the later parts of the game. If you have a large multinational global war in the 1900's, it's no longer a secondary mechanic of the game. It is entirely possible to have wars on the scale of WW1 and 2 in Victoria, it's insane to say conflicts of that magnitude should take up very little of the players focus. It should be the single most stressful and difficult part of the game and that's just not really possible with these mechanics, I'll just keep clicking a front and adding more generals until either my number runs out or theirs does. That's underwhelming to say the least for the war to end all wars.
Given the time period, shouldn't a Great War be like the climax of the whole game? The equivalent of the End Crisis in Stellaris?
 
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I'd like warfare to actually have mechanics to learn. Throwing down a few barracks, picking the latest version of infantry production and telling your army "go get em" isn't much of a system to play with.
well, Vic3 isn't much of a war game.
 
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Yeah yeah, I'll be personally building every wheat farm in Russia and picking a law to periodically roll dice to pass too. Wouldn't want warfare to be too involved or I might get distracted I guess.
now you're getting it. good.
 
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