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Victoria 3 - Dev Diary #145 - Military Improvements

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Hello Victorians,

I’m Lino, Game Design Lead on Victoria 3 and I welcome you all to another Dev Diary and wish you a happy Thursday!
Today we’re looking at some Military changes that are arriving with the free 1.9 Update, coming to you on June 17, the same day our Mechanics Pack “Charters of Commerce” releases.

Before we begin: As always, any values, texts, designs, graphics etc. are work in progress and are subject to change!

So, obviously warfare has some issues, which we want to address. To repeat what we have stated before: The ambition for 1.9 is not to majorly expand on warfare, but rather to fix the most egregious persistent issues.
The main areas we had identified before embarking on this quest to improve warfare were:
  1. Too many front splits, which results in having to micro too much
  2. Shuffling of units along a front (usually when two fronts merge), leading to them not being defended while the units were travelling
  3. Formations teleporting home when they don’t have a valid route to get there

There are of course other issues, e.g. our user experience and interface could certainly be improved in some areas, supply should matter more etc., but these three are the cause of most of the warfare feedback posts we see on our forums, discord and other social platforms.
We have read through all your posts and decided on addressing the three points above (and more), based on your extensive feedback. First up is addressing frontlines and their splitting.

Frontline generation​

Faced with the problem of having to micro after front-splitting, we sat down to talk about some requirements and possible options.
We knew that it’s impossible to fully avoid front-splitting from happening in general. But that’s okay, that was never our goal. We cared about addressing the resulting issues.
One use-case we really wanted to improve was India. Well, fronts in India. Once the princely states decide they’ve had enough and declare war, we get an insane amount of frontlines generated all across the subcontinent.
This is due to the algorithm of how frontlines are created. It looks at continuous pieces of land that are connected to another continuous piece of land that is owned by your enemy and then spawns a frontline between the two basically.
Well, in the case of India, this will often lead to having 10-15 fronts because the princely states aren’t always located next to each other.

But what if we had a different algorithm? One that resulted in fewer fronts.
Let me introduce our patented “Why not jump?” front generation algorithm:
Instead of requiring fronts to be along a continuous piece of land, we are now telling it to jump for some distance if it would reach another front which it can merge with.
In the current version we have internally, we are looking at covering one state region of a gap. We will be experimenting with a version that instead looks at a specified distance in pixels to cover some of the weirder edge-cases where a state is either very small or very large.

We are quite happy with the results when you apply it to actual use-cases, for example the case of the Indian revolt that I mentioned earlier.

No longer will we have to endure 13 fronts
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Now it’s just two instead
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This is the biggest visible improvement we have done for this Warfare improvement cycle, but we have a lot more to cover. Next up is the shuffling of army positions.

Front camps​

So, we’ve probably all seen armies march to the other end of a front they were assigned to, seemingly just because they felt like it.
Well, in reality this is because armies are assigned to front camps, specific positions along a front to spread them out.
When two fronts merged or a front split, we would re-evaluate the front camps and the armies in them were assigned a new valid front camp. That could mean their new camp was on the other end of the front, meaning they’d pack up their things and start marching.
So we have taken a look at this algorithm as well and made some seemingly small changes which should result in a much smoother gameplay experience though.
We now make it so that as long as an army is positioned in a front camp, which is still valid after a front change, they stay there. The armies were spread out evenly before, so the same distribution should make sense after a split/merge too. This can still lead to armies starting to move, e.g. because it was their front camp that was invalidated (because it’s no longer part of the front for example), but that is a logical reason to move.
It’s hard to showcase this behaviour change in images, but internal test results have been positive about this and we hope you’ll feel the same. There’s much less unintentional shuffling of armies along a front which was the main point of this change.

Next up is another big frustration point.

Teleporting Armies​

“Beam me up Scotty!” General Wolseley exclaimed when he found himself unable to attach to a front in India. And sure enough, two minutes later he was drinking tea with the Queen in Buckingham Palace.
At least that is how it sometimes worked out in our game. Until now!

The issue of teleporting armies comes to be when there’s no valid front available for a formation to go to. This can happen for example when a formation is isolated by neutral territory or the front they were moving towards being pushed into unavailable space.
We’ve always had some fallbacks for missing spline connections for example, which allowed armies to simply march through terrain though there wasn’t really a path defined.
And teleportation was our fallback solution for the worse cases.
But now we are refining this particular one into more of an actual feature, which should make it possible for armies to not teleport home again. What we’re doing is to take a lesson from our other titles and implement an exiled army status.
Once an army finds itself in a situation where they would have previously beamed home, now they’ll enter exiled status and have to walk (or ship) home.

Exiled armies have a few special rules:
  • They can march through neutral and enemy territory
  • They are not able to attach themselves to a front, they need to regroup in a friendly HQ first. They will automatically target the nearest HQ (ignoring landlocked HQs unless it’s their home HQ) and go there.
  • They suffer from attrition as if they were present at a front (more attrition in enemy territory than in neutral)
  • Their organization value will drift towards 0 over time

Once an exiled army reaches their target HQ, they lose the exiled status and act like a regular formation again.

As this feature is still in development, I can’t show you too much yet, but here’s a teaser for the icon which will be used across all interface screens to visualize the exiled state
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That’s the big three out of the way, but I have more to show today.
Since I just mentioned the army organization value, I think this would be a good time to briefly mention some changes on that front (ha!) before coming back to juicier additions.

Organization, Supply and Morale​

Right now, organization is a value whose limit is determined by the commanders in the formation and used by your units. If there are sufficient commanders, it always is at the maximum value and if there suddenly isn’t (because an unfortunate accident happened), well then the organization will drop immediately to the new target value, leaving the army shattered.

What we’re doing now instead is making organization a drifting value, meaning that when an important commander dies, the target is set to say 40 but it will take a while to go down from 100. Enough time for you to hire or promote a new general in their place.

Organization drifting from 100 towards 0 at a rate of 5 per day because the army is exiled (and has too many special units)
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Negative effects from low organization also scale a bit differently now. When you have full organization, you suffer no consequences of course. If you go down to 0 you’ll suffer 100% of the penalties. Previously this was set to 25, but it’s working better with 0 and the drifting value.
Another small change we’re doing alongside this is that we’re adding a base command limit of 10. That means that small formations (max 10 units) do not require a commander to have full organization anymore.

Lean, mean killer machine
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With regards to supply, we are making some small, but impactful changes too.
Previously supply impacted morale, instead it now affects it via organization. It does so by multiplying the organization target. So if the organization target of a formation is currently 100, but the formation’s supply is only at 50%, the organization target will be set to 50 instead.
This gives supply a lot more teeth than the previously rather harmless effects.


Here we can see the impact of a small supply penalty
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Alright, so much for our little tour around these values.
Let’s get back to some meaty stuff again that I’m sure will excite many people.

Military Access​

Military Access has been on our wishlist for a long time. It has proven tricky in our military system to define what exactly it actually means and how we can make it work in a way that makes sense for us.
I don’t think I need to explain that much why having a military access system in the game is a good idea, but let’s just say it should allow a lot more countries to conduct war without a naval invasion.
The way this is set up is via a diplomatic pact that two countries establish. It’s one-sided, so for example Belgium could grant military access to Prussia without being granted the same. Additionally, having an alliance with another country will inherently also provide military access.
Note that the example of Prussia marching through Belgium is incidental and not a reference to any particular historical conflict which involved German soldiers marching through Belgium.

Small relevant spoiler for our next Dev Diary :eek:
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What I should explain though is how Prussia can actually make use of the military access rights they just secured.
Let’s imagine we play as Prussia and find ourselves at war with France (silly example I know). Now we’d like to open a second front with them using a route through neutral Belgium’s territory into Champage to get to Paris.
Well, with the press of a few buttons, we’re able to do so.

Incorrectly found in the Navy tab currently. This will be adjusted before release.
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Once you press the plan invasion button, you’ll see an interface you may know from Naval Invasions already, which shows all potential invasion targets, via the sea, but also via land.

Note the extra options for states Champagne and Lorraine which are accessible through the military access to Belgium.
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When we select Champagne, we see the panel where you select your armies. Once selected, they’ll prepare for a while.

While the 2. Armee defends, the 1. Armee shall advance through Belgium!
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These invasions via land will work almost like naval invasions, minus the boats. While preparations are ongoing, a new front is already spawned at the point of invasion so that the defender also has the time to react and send forces to defend. Once prepared, the Prussian attackers will be able to start advancing the new front.

Again, the invasion icon will be fixed before release
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France on the other hand will only be able to defend this front and cannot push into Belgium. The conditions to see this front disappear are the same as for naval invasions, so after 3 failed attempts, the front disappears and the attackers return to their HQ.

But what if France wants to fight back and take the fight into Prussia? Well, they can also open a second front via Belgium. When any country uses their military access via a neutral country to invade another country, their enemies will also gain military access to the neutral country.
So keep that in mind when you go around securing these rights.

Next up, some interface improvements we’re doing.

UI Improvements​

We have done a number of changes to the UI surrounding military and warfare which I’d like to present to you in this section.

First up, we now use the more compact Mobilization window layout for formations by default. Previously the long list was very ineffective for how much space it was using and required a lot of scrolling.

Lots of small buttons, making better use of the space
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We have updated the formation tooltip. It now shows which units are in said formation. Additionally we now expose Offense and Defense stats of units in fitting places.

Updated formation tooltip, including its units and offense/defense value in them
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Default unit selection
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Also, the cost of war needed to be highlighted a bit more as it’s a pretty important number.
So in the Military tab, you’ll find a summary of your Military expenses now.

“4.56K for Iron bars?! Who approved this?”
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Another change we’re doing is to stack all allied/enemy formation markers that are on the same front. This drastically reduces the amount of clutter you see on screen when you’re at war. Your own formations are not affected by this. Hovering over the stack allows you to still see the individual groups that are summed up in it.

Before: Chaos!
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After: So fresh, so clean
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Showing what’s in a stack
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Alright, I have one last feature outlook I want to mention today.
This feature is still very actively in development, but we want to let you know that we are currently working on implementing the possibility to edit mobilization options for your formations in bulk.
This will work by multi selecting any formations you want this to apply to and then have a central editing process which will apply the mobilization options to all selected formations.

Here’s a little outlook (all very much WIP), you can see 3 armies selected, the blue and yellow lines indicating that at least one army has selected the option
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Closing thoughts​

We are very happy with this set of improvements which ended up a bit bigger than originally expected and we look forward to hearing your feedback once you get your hands on it.
I can’t stress enough that this is not marking the end of military improvements. We will continue addressing issues that aren’t up to par in free updates as we have always done.
We also would like to come back to the naval improvements we have previously teased, but these changes are much larger in scope so we can’t tell you exactly when they are coming at this point.

Also, before I leave you, here's an outlook of further Dev Diaries up until release of the 1.9 Update and Charters of Commerce, which releases June 17th:
  • May 1st: Diplomatic Treaties
  • May 15th: Company Charters
  • May 29th: Prestige Goods
  • June 5th: Other changes
  • June 12th: Changelog

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We will be back with Alex who will walk you through the very exciting Diplomatic Treaties feature in the next Dev Diary on the 1st of May.
Have a good day and see you in the comment section!
 
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I'm pretty critical of the game, but I actually don't really mind the more hands-off part of war - so these changes and fixes look great... as a start. I hope it pans out and we see an end to death stacks fighting in remote areas.

That said, I can’t shake the feeling that this is just pouring more resources into what is arguably the most disliked part of the game. Every new patch feels like sunk cost piling up, making a full rework less likely or further away. I hope a feedback loop isnt swaying perception.
 
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I got to say it's simply not enough. Victoria 3's warfare just really needs a step back in its design and rethinking the whole thing, instead of constant bandaid solutions.

A while back I talked about just using Strategic Regions as the main tool for managing armies. Talking about how that would massively cut down on cheese, micromanagement and provide a much more solid foundation, to replace the frontline system. Maybe we could still use the frontlines, see them move, and occupy states the same way, but drawing armies from the pool from a Strategic Region HQ. It would mean we wouldn't suddenly have a problem, where a front splits and there's no army to defend it - an army in HQ defends all the local fronts. It would mean invasions wouldn't feel detached from the rest of the war, as sending armies to HQ would be totally normal.

The fact we are still getting just more and more tweaks to a frontline based system, which just doesn't work... it's disappointing. It's like there's not even an effort into making the warfare system work well, and just a big insistence on this system being actually great, and next time for real, next patch it will be amazing, just one more patch bro.

I am tired of seeing constant Development time being dedicated into perfecting a flawed system, instead of just changing it into something better.
One of the earlier (pre-release) iterations of the Victoria 3 military system was strategic region based - it really did not work out particularly well and created very similar issues to frontline splitting when you had theaters on the edges of multiple regions.
 
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Thanks for the dev diary.

One of the ways I found out when my generals died was because I'd get a notification on top of my screen sayin that an army was low on organization. Now that the organization will change over time, have you thought about reworking that icon? Maybe it should trigger when the organization target is below 50% instead of the actual organization value?
Yep, that makes sense.
Will take a look to ensure this is what we do already.
 
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Looks good, although I do think perhaps some of the front splitting seems a bit overtuned, only having two fronts on that entire map of India seems kind of silly IMO.

Then again, given how much of a pain point this is for people, I suppose a little overcorrection isn't bad, it's not like it can't be loosened later as necessary.
 
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This would mean that for example any force you are naval invading with would be 100% wiped out if beaten back after taking a state, which I don't think would be great. In general you'd get a lot of army wipes where previously you had army teleportations. I don't think this is too realistic either - there are plenty of historical cases of armies stuck in enemy territory who were able to make their way home.

I don't really see this as a problem at all. If you succeed at landing but begin to lose, you should have the ability to retreat through assigning the army to another front, escaping through the sea. If you are unable to do so for some reason (lacking convoys?) or decide you are better served by those troops fighting until the end, they should stay there and be wiped. I understand this may be hard to program into the AI, but I think it would add a lot of added complexity into the Vic3 combat even with that small change of adding stackwipes.

Perhaps wipes need not be total: a portion of the manpower still present in the army can be sent back to the nation as population so your 50,000 strong army don't all turn into dust the second they get wiped.
 
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Absolutely gorgeous. However, I have a question.
While the invasion of France through Belgium happens, the fronts of Wallonia and Alsace-Lorraine are not merging? But they do once the invasion is successful?
It will be a bit odd to see two different fronts that are literally next to each other.
 
Yes, they get the option to navally invade or through Belgium.
If you send a fleet along the army you selected, it will be a naval invasion. If you don't, they'll use the land route.
I know perhaps this is asking a bit too much but would there be a way to coordinate invasions? (Say, only start invasion A and B when both A and B have everything to start engaging, or after the naval phase ends). That would be chefs' kiss
 
This military access is the most stupid thing I've seen in like 25 years of Paradox gaming. Victoria 3 already had by far the most obtuse UX but now you really outdid youselves. What a mess.
 
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Sounds like no changes to naval landings so we're still going to be working on the "honour system" where, as a player, I have to intentionally avoid doing any of the things which make naval landings incredibly overpowered and broken.

Many of those exploits are things which make sense from a strategic position (for example feigning a naval landing to divert enemy troops away from another front) but due to a combination of weird mechanics, the landings themselves being almost completely free of any opportunity cost, and poor AI, just trying a basic strategy like this becomes a pseudo-exploit
 
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Would you concider using a Beta for this? It is one of the fixes that might be hard to get all the edge cases out of. And it is quite a critical fix if it does work as intended.
No a beta wouldn't be used for this, with the timeframe to set it up and needed involvement from us it isn't feasible.
 
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The biggest concern I have with supply is that as I understand it, it only really considers if there are convoys reaching the army in question, it doesn't really care about actual military production. Atm, even if army goods are completely unsupplied, this has little to no effect beyond cost, meaning a sufficiently rich nation can seemingly conjure military equipment from thin air. While obviously adding stockpiles or making other fundamental changes to the purchasing system would be beyond the scope of this update, armies should, at the very least, take a significant org penalty when experiencing input good shortages.

Longer run, it's a significant design problem that fundamentally military industry *doesn't matter.* Because money is a sufficient substitute for military goods, there's way less reason than there ought to be to invest in military production. You can just use the accumulated revenue from that profitable industry to pay for the military goods at a slightly higher rate, rather than trying to sustain an industry that is fundamentally unprofitable. Hopefully the world market will help a bit since you can have an arms export industry without micromanaging exports to warring nations, but that's a band-aid. There should be a significantly military advantage for countries that can produce more arms and ammunition, *especially* as we get further into the game, and at the moment, there just isn't.

The big story of war across the period this game covers is the rising importance of military industry, the declining importance of men as opposed to guns, and ultimately the total redirection of economies to military production to win wars. At the moment, Vicky just doesn't really simulate that, and you can plausibly wage war throughout the entire game while barely paying attention to your military industry. Unlike a lot of people, I'm actually totally okay with the simplified front system being used to keep focus on the core economic gameplay. But for that to really work, that core economic gameplay needs to have *WAY* more impact. By the late game, it should be borderline impossible for a less industrialized nation to compete with an equivalent more industrialized one on the battlefield, *even given tech parity.* The Russian army was a mess in WW1 not because they didn't know how to make good rifles or artillery, but because they lacked the capacity to produce enough of them. The game in its current state cannot simulate that.
 
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I hope that, with the pass for the military panels, that the consumption doesn't get a pitiful "The amount of <good> consumed by buildings" and have at least the regular cooltip we have for everything else. I know we can access the information for the good anywhere else, but it is a stark contrast that we have some of the most useless tooltips in the Military tabs – I don't ask for having military-specific tooltips and cooltips that explain the goods in terms of warfare, but at least to have the regular ones that let you move to other tabs to fix potential issues we could have on those departments.

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Kinda worried about this military acces invasion option. (Perhaps I misunderstood). But If I got it right isn't it going to be weird to get invasion through the same country if both war parties have military access there. Like in example of Belgium. Prussians go to invade France, French soldiers going to invade Prussian lands through Belgium. In theory troops of both countrues simply pass by each other in middle of Belgian lands, wave at each other and proceed to attack? From game mechanic pov I understand. From point of view of immersion is kinda shaky.
 
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In my last game,I encountered a lot of problems with Russia fighting wars in Central Asia.

Beyond the front line problems (which were constant), the other major problem I encountered was armies that were sent back to the capital region by front line changes (or ending wars).

There was apparently no way to reroute them once they were en route, so if a war started soon after another war ended I would have armies which were nearby but had to go all the way back to St Petersburg before returning to where they stated to find a front.

Has anything been done to fix these issues?
 
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Blockades will absolutely be able to affect supply lines. We are also looking into increasing the overall supply use of armies deployed overseas (based on sea node distance) to make it harder to logistically support huge deployments far away.
For 1.9? Please! I need something to make naval invasions make a lick of sense. I also hope that this change in supply cost would affect how AI distributes their troops.

Lastly, please make the supply cost based on sea node distance be based on each army's Barrack location and not HQ. And if done so, we would need the UI to help players visualize their Barrack location distribution for a given army, so that we can correctly manage this and not be slapped with crazy supply costs after the fact.
 
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Kinda worried about this military acces invasion option. (Perhaps I misunderstood). But If I got it right isn't it going to be weird to get invasion through the same country if both war parties have military access there. Like in example of Belgium. Prussians go to invade France, French soldiers going to invade Prussian lands through Belgium. In theory troops of both countrues simply pass by each other in middle of Belgian lands, wave at each other and proceed to attack? From game mechanic pov I understand. From point of view of immersion is kinda shaky.
As long as ongoing invasions prevent invasions through the same country it should be fine
 
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Are there any plans to change how you access information on enemy armies?

Right now it's possible to determine the rough army composition of an opponent (if their armies are line infantry or skirmish infantry etc.) but this information is buried behind a half dozen nested tool tips which are extremely obtuse.

Are there any plans to simplify this to make it easier for players to roughly gauge the strength of the AI?
 
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One of the earlier (pre-release) iterations of the Victoria 3 military system was strategic region based - it really did not work out particularly well and created very similar issues to frontline splitting when you had theaters on the edges of multiple regions.
I don't really see why it would be a tougher thing to fix, than the unfixable system we have now, and were receiving constant fixes for the whole life of Vic3. Let's say you have a triangle of Strategic Regions A,B,C and two countries, Red and Green, which have armies in A and B

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Green can decide to send some of their troops on "invade C" mission, get an unopposed "landing" initial occupation, and slowly start to occupy the entire region, sure, but what happens next? They still need to move into B and fight to do so, because there's soldiers defending it.

Meanwhile with the frontline system, the front might just break in one spot (because maybe there is a small neutral country in the way), and suddenly it's two different fronts, and this small army of Green is now taking land from B just attacking from behind, and occupies the whole country without firing a shot. Suddenly it's an issue of properly signaling to the player on a moments notice, that there's an undefended frontline, and making sure Red's army can even get to it on time, and making sure the front splitting happens as little as possible, and... And you start wondering if Vic3's system really does live up to its promise of being largely automated, and not requiring micro.
 
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Something we could potentially do is allow violate sovereignty on any country granting access to the enemy and make the AI much less likely to intervene to defend them, since they're not really being neutral.
In this case it would be good to prohibit invading through a country you have Military Access in if that country has a truce with the country you're invading, so that there isn't behavior like the country capitulating out and once again letting the Prussians through without consequences to themselves.
 
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Blockades will absolutely be able to affect supply lines. We are also looking into increasing the overall supply use of armies deployed overseas (based on sea node distance) to make it harder to logistically support huge deployments far away.
Maybe one other option is just to say that overseas battalions must be <= navy size as a hard cap? That way the AI is prevented from shipping the Qing army to Europe. By just increasing the supply use, I suspect the AI might struggle to calculate that properly.

Put another way: for market areas outside of your capital which are not connected by land, each country can only sustain [battalion] <= [navy size] as a hard cap. That would also cover eg Sardinia-Piedmont can't sustain 50 battalions in Sardinia without a large navy, or prevent Denmark from waging a massive war in Togo.
 
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