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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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Could you please also add presets for mobilization options? So one can quickly switch between attacking and defending options. Or actually tie them to the order that the army has, so different settings for attacking and defending that get switched whenever the player changes the order.
 
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I'm not sure I quite follow the military goods industry not mattering.
If you have an army lacking supply, e.g. by having a goods shortage in small arms, they will suffer from offense, defense, morale recovery and recovery rate penalties.
I'm glad this is the case (afaik it has not always been). But my broader point is that because anything short of a supply shortage has no military effect, only a financial one, it severely undervalues military industry, particularly as maintaining military industry is a financial penalty anyway. Anything short of a pure shortage can still be solved with money, which just isn't reflective of how military stuff worked, particularly toward the back half of this period.

I view it as kind of similar to the problem addressed by the food security system: additional costs simply aren't the only result of there not being enough food, and therefore low profitablity agriculture was less important that it ought to be under the old system. In a similar way, military goods shortages can't be purely abstracted away by price. I can imagine, for example, that if my furniture factory isn't able to get enough wood, the additional cost represents substitutions that are too granular for the game to track, like using more expensive alternative materials. This works well because factories are a purely economic unit, so they only care about cost anyway.

There's no amount of extra money that can conjure up guns and ammo you don't have, however, and the effects this would have on troops aren't well simulated by cost, nor are there really viable substitution options. Using anything other than purpose built military hardware would come with massive efficiency penalties IRL. (In reality even imports are problematic because of logistical and training concerns but even HOI isn't that granular so I don't expect Vicky to be)
 
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What exactly would you expect to see in this tooltip when you hover the increased Grain input cost on mobilization options?
It should be the standard goods tooltip you see almost anywhere else. Total market buy/sell orders, price, and price trend. For grain it's not often a big deal, but some of the mobilization options require more niche goods (like Radios, Opium, or Wine) and it's important to know whether I'd be short 20 or 200 by enabling the option. For example, the morale booster choice between Tobacco and Chocolate requires toggling the option and comparing the increased cost to determine which is cheaper instead of simply being able to hover over the goods tooltip to check relative market price.

Actually, anywhere there are basic tooltips like "grain is used to feed people" they should be replaced with the full good tooltip showing market buy/sell orders and price. The military is one prominent example, but I think there are a few others scattered about (maybe the pop needs/SoL/wealth tooltips?) that every time I stumble across I need to manually close out what I was doing, go to the market window, filter for the specific good, pull up the information there, and then go back to what I was doing before. Since the whole game revolves around goods price management, having the market status of the good immediately available is immensely helpful everywhere the good is referenced.

I wanna say all the info you're looking for is already in the game.
You can see the total cost of an army while not mobilized in its formation window.
When hovering the mobilize button, you will see the predicted additional cost this would incur for this formation and if you do, the cost is added to the summarized cost of the formation.

Maybe I'm missing something that you'd like?
I don't think it's clear at all what the projected mobilization cost and overseas deployment cost will be for the army. We can see the peacetime unmobilized cost, but I've been playing since release and have never found the actual mobilization cost listed somewhere (especially since it's impacted by an increase in goods consumption). If that is hidden on a tooltip somewhere, I'd recommend making it displayed more prominantly on the military/formation screens.

I don't think conscription costs are listed either, but that may be more complicated to calculate.
 
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This would be a lot more effort and honestly I'm not sure it's that valuable. You're unlikely to launch more than a couple invasions at once, they take the same time to prepare etc., so the benefit decreases a fair amount.
I agree that this would be a lot of difficulty for not much benefit but this is *not* accurate to how the game currently plays. Launching multiple invasions is basically the "meta" strategy for getting GB out of wars because the wargoal and exhaustion systems almost always make invading the mainland a requirement
 
I feel the armies problems would be far less severe if it kept to Vic II's system with refinements. It shouldn't be this hard.
Sorry for double posting

I really wish people would stop asking for this, the current system is far from perfect but Vic 2 had a worse system and one that was way more exploitable. Even the EU system is terribly abusable for single player and remains extremely hacky in multiplayer

If you miss running circles around the AI in wars you should lose I promise you can still do that in this game, just check a guide
 
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Well, it's largely band-aids in a situation where a fundamental rework is warranted, but I'm entirely in favor of good band-aids.

Aside from the missing band-aid, namely for the micromanagement of army composition (brought up on page 5). War exhaustion also needs serious work. Overseas supply may get looked at, at least.

Re. encirclements: they'd need accompanying changes to avoid trivializing the game in some scenarios, e.g. how we can currently counter-invade an opponent's successfully landed naval invasion and wipe the whole front from behind.
 
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I hope "Large fronts" don´t cause armies move like ping-pong.

I have lots of Ottoman runs. Whole Russian front is only one front. Balkan and caucasian is one front. But armies are at begin of war in caucasia. They fight for Balkan,too. After push towers to north, the front HQ move suddenly to Balkan/Ukrania. Armies move from caucasia to Balkan/Ukrania. Whole front is many month undefended. After few moments its move back to caucasia. Russia didnt need to move around blacksee, so they have huge advance agains you.

Only "one front" around Blacksee is not working so good. I hope that will be not everywhere now.
 
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slight tangent but, have you thought about making it eaiser to give/receive millitary assistance? I've found multiple times that when a rival of mine is fighting a war somewhere that I dont want to get directly involved in for whatever reason, if I try to offer millitary assistance to the other side to prop them up they often wont accept it unless we are arleady very good friends. I would think that at least during the war itself the AI should be more willing to accept help from otherwise neutral or even hostile powers as long as they're hostile to their enemy, and the AI should be willing to help thier rivals enemies out in a simular manner as well.
 
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These types of reworks are always welcomed! imo this is very fresh system. And once you refine it well could be used in more games and mixed and matched with other mechanics in the future.
 
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Hello :)
Just asking here a question, or better, trying to understand why a certain situation happens in my games.

When I assign an HQ to one of my Armies the idea is to have them in a certain area for a specific objective. For instance if I am playing as Netherlands, and I am afraid of possible revolts and/or theater of war in Indonesia, I will assign an Army HQ there, in order to immediately enter the theater, without having to wait for them to come back from Europe. That at least is how I interpret the HQ mechanics. However usually after a war, some or part of my HQ reset them self and I have to rearrange them from the beginning. Is this something that will be fixed in 1.9, is it a bug or simply me not understanding this specific mechanics? Thanks in advance :)
This happens in all of my games as well.
 
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Mostly exited for these changes. The military access is a much needed feature. However, I don't like that it goes both ways. In the Prussia - Belgium - France case I think France should get the option to drag Belgium into the war if they see fit. I think that would balance way better, as it would become much more risky for countries to grant military access. If its just a freebie for Belgium they can just give it to anyone.

Are you looking at rebalance of units? I think tech and unit levels should have way more impact than currently. Right now its possible to beat trench inf with machine guns by spamning enough line infantry. I would like to see bigger gaps between tech. Maybe skirmish inf would mainly buff attack, while trench inf would buff denfense a lot more. It should get to a point where it's almost impossible to break trench infantry until you get tanks and squad based inf. I would think this could be a lot more interesting, just by giving some units more attack and some more defense. If not I might have to make my first mod
 
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Could you sprinkle in some number balancing (for instance good consumptions etc.) to make the system different to use?

As far as I can tell, besides the military access giving you some more strategic maneuverability, the rest of the changes here are just bug fixes. This means that 90% of games will play the same military wise, but maybe without some frustration if the features here are delivered. For a patch that took so long to deliver, I'd like some novelty to the areas addressed so I have to re- think how I use them. This could be achieved by just playing around with the numbers, without being another feature you have to develop. E.g. making armies consume more goods (especially artillery) as the game progresses or making military industries output less but at a higher price.
 
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By the way, can we get an ability to transform any unit to any other one, at least within the category?
Even if we can find narrative explanations on why shrapnel artillery can be turned into siege artillery, but not into heavy tanks, this still absolutely isn’t worth the headache.
 
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Great changes except for the "military access" part.

Attacking another country through a third country would by the standards of the 19th century make this country automatically a belligarant in the war. This question was a major factor leading to the Battle of Sedan, as Belgium would not allow French troops to slip from the Germans through their territory, as even this would have been seen as an act of aggression by Belgium against Germany.
 
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Maybe I'm getting this wrong, but this can still happen.

Imagine I want to invade Switzerland and get military access from Sardinia Piedmont, but border neither.
Now I can invade Switzerland, but all they can do is defend when I decide to show up.
This is so important. There is no consequences for Sardinia Piedmont for giving military access and not much to do for Switzerland. Switzerland should have the ability to drag Sardinia Piedmont into the war with a humiliation war goal or something.
 
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This is so important. There is no consequences for Sardinia Piedmont for giving military access and not much to do for Switzerland. Switzerland should have the ability to drag Sardinia Piedmont into the war with a humiliation war goal or something.
The ideal setup - that is also consistent with the diplomatic play system - would be that during the diplomatic play a country can announce their willingness to provide military access and the opposing side can decide whether they accept this or escalate them into a full participant, in which case they can put wargoals on them as they please.

Being able to provide military access during a running war would be a nightmare for MP games.
 
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Ciao,
Mi piacciono questi miglioramenti e apprezzo il vostro continuo lavoro.
Vorrei chiedervi se in futuro aveste la possibilità di inserire e conservare maggiori informazioni/dettagli statistici sulla nazione di gioco come se fosse un riepilogo di ciò che è successo di più importante durante la partita come le guerre svolte per diventare un impero (forse esiste qualcosa ad esempio in eu4, ma simile c'è anche nei titoli total war).
Infatti mi dispiace che subito dopo che una guerra finisce non posso più vedere da nessuna parte quanto mi è costata in termini di denaro e in termini di soldati anche in ottica di un conflitto successivo.
Insomma un sommario di eventi e statistiche non sarebbe male (almeno per me che mi piace questo genere di informazioni)
Grazie mille!
 
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The front system is really awesome, I’m really glad you’re polishing it. Will we see fog of war, line of sight, reconnaissance, sabotage, and the ability to plan attacks and defenses on different parts of the same front to enable military maneuvers?
 
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I do not know if the Developers know of the Ultra Historical Mod Series for Vicky 3 but they add a very specific feature that I think massively improves military gameplay - the production methods get added as tech you can use in the mobilization law, usually for the cost of consuming more guns in exchange for more stats. I think this adds just a little bit more depth and I'd like to know if the devs considered a similar feature?
 
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