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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
DD145_19.png

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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Is this a guarantee, like have the Devs said they'll implement a rework in the future? I see a lot of people talking about a naval rework but I also noticed that the Devs haven't responded to this comment and its the second comment on this thread. Yikes.

Would be nice to get a confirmation, military improvements doesn't outright mean naval improvements down the line.
It was on their free patch roadmap:
Not Updated
  • Making navies more important for projecting global power and securing control of coasts.
  • Turning individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
But they've also said several times that navies weren't in scope for 1.9.
 
Speaking of the Military, would it please be possible to upgrade your fleets all through the technologies without having to disband units and build new ones just to go form ironclads to dreadnaughts
 
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Because it wouldn't feel good to just sit at the border as France, waiting for the attackers to come without having any agency to counter it.
Wizz's suggestion of making it 'free' (i.e. noone would object) to violate (in this case) Belgium's sovereignty is a much better way to do it as that's essentially what would happen. France would consider/announce that Belgium is an enemy belligerent and the rest of the world would probably say fair enough. (UK for example would see Belgium as having violated it's obligation of neutrality.

Belgium should be forced by France to let them also march their troops though, not forced by the Universe itself.
 
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I'm somewhat concerned about how front prioritization will be handled. Currently, the game allows players to independently assign a front to either attack or defend(in a very cumbersome way), providing strategic flexibility and player agency. However, with the proposed changes, this level of control may no longer be possible. While I don’t necessarily prefer the existing system, having this degree of strategic granularity would be beneficial.
You currently set each army to attack or defend and then depending on what battle the army is engaging in it either has already started it as an attacker, is defending it as per the order, or is forced to defend because the enemy is attacking on all possible battles at the moment. The problem then is micromanaging each army by examining its real position on the front, rather than it being a problem of lacking agency across the entire front (or at least, assuming army positioning isn't just affecting travel time and otherwise cosmetic)

To address this, I suggest introducing a new map mode. When selecting a combined front, players would enter a 'strategic' map mode where each front that was combined is displayed individually with options to advance or defend from it, allowing them to decide whether that specific front advances or defends while keeping the benefits.
I actually do concur with this, and actually I think being able to set an army/location (or both) as having a specified strategy in this map-based way that makes it clear what the consequences of the army order would be with respect to geographical positions could be a good compromise in the meantime while the idea of manually drawing sections of the entire front to assign armies to (sort of like but different from HOI IV) is not quite possible to implement yet.
 
Would you consider changing recruitment? It's quite annoying to recruit large armies. Instead it would be much nicer to have an abstracted manpower pool. That can be replenished by barracks. Those will then produce soldiers, sailors and officers that will go into (preferably separate) pools. Recruiting can then be done from military interface and would just have some cost and time associated with it, drawing from the manpower pool to fill it's ranks. Same with losses and replenishment, which will draw from the pool at a specific rate, affected by technology and supply.

Second, the supply of military goods or lack of, must directly reduce the ability to fight. It can't be that my lack of guns is just an extra expense. It must mean that my army might have bodies, but not guns. So a regiment of a 1000 with 500 guns should really be fighting like a regiment of 500 or very close to it.

Lastly, please add more military buildings, both industry and otherwise. There are no horses to supply cavalry, no uniforms. There is currently compete lack of any naval industry too. It would also be rather nice to be able to build fortifications - both inland and coastal.
 
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"Hello, this is our upcoming warfare system fixes for 1.9 patch for our economy-focused game where warfare is absolutely not important for gameplay, unlike other Paradox grand-strategy games.
It is a logical continuation of our 1.1 patch for warfare system, 1.2 patch for warfare system, 1.3 patch for warfare system, 1.4 patch for warfare system, 1.5 patch for warfare system, 1.6 patch for warfare system, 1.6 patch for warfare system, 1.7 patch for warfare system, 1.8 patch for warfare system, 1.8.1 patch for warfare system, 1.8.2 patch for warfare system, 1.8.3 patch for warfare system, 1.8.4 patch for warfare system."
 
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Second, the supply of military goods or lack of, must directly reduce the ability to fight. It can't be that my lack of guns is just an extra expense. It must mean that my army might have bodies, but not guns. So a regiment of a 1000 with 500 guns should really be fighting like a regiment of 500 or very close to it.
Isn't this already going to happen with 50% supply setting the organisation target to ≤50 and resulting in armies having -50% (?) Defence/Offence etc.?

Lastly, please add more military buildings, both industry and otherwise. There are no horses to supply cavalry, no uniforms. There is currently compete lack of any naval industry too. It would also be rather nice to be able to build fortifications - both inland and coastal.
We're back to the same conversation of insisting more goods consumption for the armed forces without immediately considering the balancing concerns such as the necessarily increased costs that will arise. Also largely consider existing clothes goods to be a good abstraction rather than a bespoke building being required, similar argument goes for not duplicating livestock farms (however different in this case for actually setting up 'horse goods' consumption - I don't exactly know what the solution here is). From what we know looking at past dev comments, in the long-term obviously they're planning proper mechanics for construction of naval ships and fortifications (I suspect the former earlier than the latter, unless there's a way to implement forts without a partial rework of land warfare..)
 
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Would you consider changing recruitment? It's quite annoying to recruit large armies. Instead it would be much nicer to have an abstracted manpower pool. That can be replenished by barracks. Those will then produce soldiers, sailors and officers that will go into (preferably separate) pools. Recruiting can then be done from military interface and would just have some cost and time associated with it, drawing from the manpower pool to fill it's ranks. Same with losses and replenishment, which will draw from the pool at a specific rate, affected by technology and supply.

Second, the supply of military goods or lack of, must directly reduce the ability to fight. It can't be that my lack of guns is just an extra expense. It must mean that my army might have bodies, but not guns. So a regiment of a 1000 with 500 guns should really be fighting like a regiment of 500 or very close to it.

Lastly, please add more military buildings, both industry and otherwise. There are no horses to supply cavalry, no uniforms. There is currently compete lack of any naval industry too. It would also be rather nice to be able to build fortifications - both inland and coastal.
Mobile isn't letting me disagree with this comment but an abstracted manpower pool completely defeats the purpose of tying the military to pops

What we need is a way to import officers of the correct culture to provinces with none and a law that lets foreigners run part of the military (think Ottomans, Persia, etc.) with relevant associated penalties

Regardless of how they change the military imo they should never untie soldiers from the simulation, that simulation is why people like the game
 
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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.

Really really hoping to see this. It would make colonial gameplay a lot more immersive and challenging.

I think the HQ as a hub concept works well. Perhaps maintain the supply lines from HQ to the front, but add a less compute-intensive abstraction from the distance of barracks to HQ. This could include time modifiers to simulate travel, logistics, and other factors. Maybe add a small but scalable cost in bureaucracy and/or transport resources as well?

This would address the problem the original poster highlighted while incentivizing players to position their HQ near their barracks. It would also make HQ placement more strategically significant, rather than just relocating them whenever convenient.

Additionally, moving an HQ should require a settlement period - perhaps x weeks based on distance traveled plus a fixed number y of weeks, with a gradually diminishing organization penalty.

Regardless, thanks for engaging with us and considering our suggestions and questions!
Distance from barracks to HQ is a static value, so maybe this calculation can be done just once and saved to the formation. For example as a percentage modifier. This could be displayed in the formation panel and in tooltips. And maybe the AI could use it as a guide when creating armies as well (trying to keep the number as low as possible, i.e. building barracks where the units should be deployed).
 
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Dev Diary Stuff
All of these feel so very much needed, I'm really looking forward to this patch! But one military issue shone with it's absence, I'm just curious if there's been any work on it too: it feels quite common that when colonizing West Africa I end up with thin and snakey provinces, poor and arid but not "impassable" provinces, and even if I've managed to build railroads in the provinces and can see them on the map, my military units are unable to create a front by moving through it. Unless save scumming or similar "cheats", it always ends up as a walk-over to the local natives who have 2 skirmishers able to take everything, since my imperial elite troops are too fragile to go where obviously my civilian workers have no issue going.
 
Hello!
Do I understand correctly that this new mechanic still won't allow us to designate a specific advance path or breakthrough and split enemy front and it will still be impossible to emulate such historical operations like Schlieffen plan or Brusilov offensive or Grant's advance along the Mississippi?
 
Hello!
Do I understand correctly that this new mechanic still won't allow us to designate a specific advance path or breakthrough and split enemy front and it will still be impossible to emulate such historical operations like Schlieffen plan or Brusilov offensive or Grant's advance along the Mississippi?
You understand it correctly.

Victoria3 simulates warfare on the strategic level while the operations you describe belong to the operational level of warfare. The Schliefen-Plan is an exception, because it covers both the startegic and operational level, but you CAN do the strategic plan (quickly beat France before Russia mobilizes), just not the operational Sichel-Schnitt part.
 
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Mobile isn't letting me disagree with this comment but an abstracted manpower pool completely defeats the purpose of tying the military to pops

What we need is a way to import officers of the correct culture to provinces with none and a law that lets foreigners run part of the military (think Ottomans, Persia, etc.) with relevant associated penalties

Regardless of how they change the military imo they should never untie soldiers from the simulation, that simulation is why people like the game
I think there is a way to have both here. If soldiers are recruited in a building (possibly with different PMs for officer rate to a different pool, maybe another for sailors) they can still go into a pool tracked by state and culture. Two issues, particularly since they split soldiers into 3 types, is that they can't swap types and return to the pool without completely rebuilding the barracks, and goods purchases happen at the barracks location not the HQ location. So you end up recruiting all your artillery from a single state where your factories are, not from where you have the best pops for soldiers. Not to mention you can't recruit sailors from inland states. I would just propose splitting those two things apart to let us get the best of both worlds and better reflect how soldiers are actually recruited.
 
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Isn't this already going to happen with 50% supply setting the organisation target to ≤50 and resulting in armies having -50% (?) Defence/Offence etc.?


We're back to the same conversation of insisting more goods consumption for the armed forces without immediately considering the balancing concerns such as the necessarily increased costs that will arise. Also largely consider existing clothes goods to be a good abstraction rather than a bespoke building being required, similar argument goes for not duplicating livestock farms (however different in this case for actually setting up 'horse goods' consumption - I don't exactly know what the solution here is). From what we know looking at past dev comments, in the long-term obviously they're planning proper mechanics for construction of naval ships and fortifications (I suspect the former earlier than the latter, unless there's a way to implement forts without a partial rework of land warfare..)
Yes, warfare should be very expensive. That's the point.

Not sure that I understood the point with supply the same way. My understanding is that this refers to the supply of armies. If not enough silly teachers them , their efficiency drops (and we really need to see how it ends up working, but that sounds great). However, the actual guns to supply the army are consumed by barracks, which right now relates simply to higher cost of guns, unless you run into shortage. I don't think such abstraction works with military equipment. You can't simply replace one type of ammo with other or substitute rifles with sharpened sticks.

On that note, even PM don't make much sense. How come my factory can make 10 muskets or 30 bolt action rifles (not actual numbers)? Would make more sense for the Hibs to simply have offense/defence modifier, but be harder to manufacture. Again, the point is that you should have a proper military industry that would be pretty difficult to turn a profit, but it's needed. Warfare should be expensive, even if we keep the warfare mechanics broadly as they are.
 
Mobile isn't letting me disagree with this comment but an abstracted manpower pool completely defeats the purpose of tying the military to pops

What we need is a way to import officers of the correct culture to provinces with none and a law that lets foreigners run part of the military (think Ottomans, Persia, etc.) with relevant associated penalties

Regardless of how they change the military imo they should never untie soldiers from the simulation, that simulation is why people like the game
Why? What I suggest is that a manpower pool is created by barracks for building that would obviously require pops staffing them.

I think there is a way to have both here. If soldiers are recruited in a building (possibly with different PMs for officer rate to a different pool, maybe another for sailors) they can still go into a pool tracked by state and culture. Two issues, particularly since they split soldiers into 3 types, is that they can't swap types and return to the pool without completely rebuilding the barracks, and goods purchases happen at the barracks location not the HQ location. So you end up recruiting all your artillery from a single state where your factories are, not from where you have the best pops for soldiers. Not to mention you can't recruit sailors from inland states. I would just propose splitting those two things apart to let us get the best of both worlds and better reflect how soldiers are actually recruited.

Exactly what I'm proposing. Sorry if it wasn't clear from the post.
 
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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.
Are you considering more supplies, more convoys or both for armies deployed overseas?

I very much like the idea of using nodes distance although nodes are not equidistant.

If you are not increasing the number of sea nodes, can they have different weights?
 
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I like that exiled armies will still suffer attrition. Makes it so having an exiled army is something you want to actively plan to avoid if at all possible.
 
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Looks like 2025 might be the year I switch from Vicky II. All I ever wanted was the same warfare system as Vicky II, but with improvements to the UI, economy, politics, and flavour. Instead we got teleportation in the 1800s.

I do agree that Belgium shouldn't be forced by the laws of the world to allow France to counter-attack. I can see the option of giving a France a way to coerce Belgium. But I'm also reminded of my recent Vicky II game, where Prussia had access to Hanover, and as the aggressor (Austria), I couldn't finish off the Prussian armies hiding there. It was a strategic advantage for Prussia, and wasn't worth the infamy to deal with. Some variant of EU4's "Enforce Peace" or "Break Alliance" could work well here - forcing Hanover/Belgium to stop sheltering the Prussians, or to allow Austria/France to also have access, but still giving them the option to refuse (perhaps resulting in entering the war on the side of Prussia).
 
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Many of these changes seem great for improving the handling of the military system. My only concern with this is the exiled armies. While exiled armies would be far less common, especially during active war, due to the changes to front spaghetti, even in the current version there are HQ's which take an army large amounts of time to travel to the actually HQ center, the point where the army is considered stationed at the HQ. I think two changes would make this feel much better.

1. Adding additional points to HQ's where armies can be stationed, and having the game automatically pick the nearest point rather than the nearest HQ. This would help with armies traveling through very large HQ's like north/south china, siberia, Brazil etc.

2. Allowing Navies to act as mobile HQ's. Possibly including an increased supply upkeep for armies that are stationed on a Navy to simulate the logistical demands of an army being in the middle of an ocean, rather than on home territory. You could also make it so that, dependant on tech, the size of an army that the fleet can support would change. For example, you could at game start have it so that an army could station on a navy provided the navy is at least 75% the size of the army (eg. 100 army size to 75 ships), and you could have significant technologies for the navy like Landing crafts reduce it to, for example, 50% requirement. The numbers would have to be adjusted to make sure it isnt too easy to have large mobile HQs. It could even go as far as to assigning armies a "logistical requirement" based on not only the size of the army but also its composition, meaning that skirmish infantry would require more to support than line infantry, then add a "logistical capacity" to navies based on the types of ships in the navy, so advanced ships would be able to support a more advanced army when acting as a mobile HQ

Would love to hear anyones opinions on my suggestions!
 
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