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Lord_P

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Apr 17, 2014
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Which Paradox Development Studio game has the best warfare in your opinion?

PDS grand strategy games tend to have quite simple combat mechanics. You have armies in almost risk-style bunches that march from province to province and fight on their own. There are certain elements such as troop composition, general skill and terrain modifiers that affect the outcome, so mostly it's about creating the circumstances where victory is most likely. Which do you think is the best version of this model?
 
the EU franchise, because there if you are playing on a really high level you also have to keep an eye on the individual regiment strengths and make sure to not engage an enemy where it would result in you having only 50% front line or even less and you end up with cannons getting slaughtered.

Might also be because EU is the series I have most hours in.
 
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Personally i love the detail of hoi3 and really like how a battle strategy involves more than havig the right unit/tech or arriving first in a province. I prefer the kesselschlacht type of battle you have to fight there in order to destroy an enemy over the 1 pitched battle, then chase them down style of EU.
 
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HoI4. The problem is mostly with the AI. Otherwise, the combat system is beutiful, with possible different division setups of a lot of different regiments, how many men and equipment the divisions have, possibility of attacks and support from different provinces, being able to cut off your enemy's supplies, even the weather all coming into play.
 
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Victoria II. Not as complicated or specialised as HoI, but still realistic and front-based rather than having armies running about all over the place like in EU. Start a major war in Victoria II and you'll need to slow the speed down to a crawl, micromanaging dozens of armies and hundreds of regiments (not to mention the ships), trying to keep defensive lines together and capture difficult terrain. Unfortunately the AI doesn't fight in quite the same way but it's still a challenge to beat. Even a two-year war mostly fought on the borders can be drawn out into an epic battle, and there are few strategy gamin experiences more intense than fighting the Taiping Rebellion.

Also there's the strategy layer, which is absolutely brilliant!
 
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I'll take your "best" to mean most memorable. In that sense, I say Vicky 2. Tactically, Vicky 2 may seem shallow, but strategically there is a lot going on that you as a supreme leader need to pay attention to. Like hoi, you will need to stockpile the correct supplies to support your armies. Leader traits are also paramount. Also, even though you aren't required to fight along a front, it's good strategy to do so, as your armies can support one another as they progress.

With @Naselus 's PDM, The diplomatic side of warfare gets an injection of pure awesome. Alliances can be created by event mid-war and thus great wars can, but don't always, cascade into truly global conflicts. Therefore you need to have diplomatic contingency plans in place for the late game. I've played 2 or 3 campaigns in Vicky 2 where the tables were turned on me in the middle of a Great War. It really adds serious challenge to the late game.
 
the EU franchise, because there if you are playing on a really high level you also have to keep an eye on the individual regiment strengths and make sure to not engage an enemy where it would result in you having only 50% front line or even less and you end up with cannons getting slaughtered.

Might also be because EU is the series I have most hours in.

*cough cough Coptomans cough cough wheeze hack*
 
Victoria II, but some of the quality of life improvements from EUIV like preset building and the minimap army indicators make it a close contender.
 
For strategic depth probably HoI, because it's all about warfare. But I don't play HoI much.

EU and Vicky both has worrying about war exhaustion and depleting your manpower pool. Vicky has mobilization of reserves as an option.
 
While CK2 almost always come down to more troops = you win, I think the combat system in it is surprisingly complex and a lot of fun to mess around with
 
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I don't see how anyone could say Vicky 2. It's a slightly more flavored EUIV system that fails to model warfare during the majority of the time period it covers. Warfare is pretty bland, and generally just involves smashing stacks as large as possible together. Materiel production is very simplified, mobilization is very simplistic (Err...you can only mobilize infantry? Sureeee... I'm also not sure that mobilized reserve need the proper equipment that normal Inf do), combat is not just very simplistic but flat out wrong for much of the time period, and technology is essentially just a bunch of static boosts that everyone gets immediately (save for the handful of new units you unlock through tech. Oh, and don't even get me started on the naval model of that game. Things Vicky 2 does well: the economy and politics. Things it does terribly: almost anything related to war.

HoI IV has, by and far, the best warfare system. Production-wise it is hands down the best - you have to actually produce equipment and actually keep it up to date. In terms of strategic and operational combat it is hands down the best. The only thing that any game does better than it is HoI III having a better OOB, but that game pays for that by being a total mess of micromanagement.

Sure, Vicky 2 has mobilization...but that's not necessary in HoI because in HoI everyone is mobilized, since you deal with your industry much more intimately and are dealing with total war. Sure, Vicky 2 has war exhaustion, but there's no real point in war exhaustion in HoI, especially since the entire game is centered around one large war without much care in the world for the world after, so war exhaustion would just be an ancillary feature...and not to mention a total pain that would probably make it impossible to properly model WWII to any degree.
 
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^There's more to war than people just shooting big guns at each other. Vicky2 correctly models the fact that the wars of this period(at least in the West) were largely decided before they started, through smart political, economic and diplomatic management. It makes for deeper, more complex wars, which are vastly more entertaining than babysitting some NATO counters along a line to see who has the bigger stick.

The Russians didn't stand a chance against the French, British or Japanese for far larger reasons than simple matters of military ineptitude. In the ACW, The agrarian South was bound to lose against the North, which had enormous advantages in infrastructure, population and industrial output. The Danes, The French, nor the Austrians stood a chance against Prussia, which had effectively industrialized its army before its adversaries. All of these wars were decided well before the armies entered the field. The armies were simply there to make inevitability a reality.

That's why Vicky 2 is superior.
 
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And it's not just stacks. Vic2 and EU4 model armies deployment in two lines. It's not the best available solution but you need to reach a compromise between a detailed tactical / operational approach and a grand strategy approach. You see a soldier figurine on a province and its stack strength but there are numbers crunching in the back, complex calculations modeling the battlefield, it's not as simple as the bigger stack wins the battle.
 
^There's more to war than people just shooting big guns at each other. Vicky2 correctly models the fact that the wars of this period(at least in the West) were largely decided before they started, through smart political, economic and diplomatic management.

In large part, so does HoI. Minors will always be screwed in HoI and the only thing keeping them from not being screwed is that the AI needs to be handheld to even find its way to the front some times.

Vicky2 is actually really, really bad at modelling industrial warfare. It's okay at modelling industrial economies, but with regards to modelling industrial wars it falls completely flat for the reasons I've already mentioned. HoI has always done a much better job at this. HoI IV especially, which its specific production system, but even HoI III with its very imperfect production model, didn't just magically give upgraded equipment to units across the board.

You can't say that war is adequately modeled when Vicky completely and utterly fails to model the logistical, production, or strategic side of the war, when those are some of the most important aspects of modern war. In real life modernizing a navy is really, really expensive, even if you modernized your navy only ten years prior. In Vicky 2 you spend virtually nothing because you got gun upgrades that magically increased the caliber of all the guns on your ships, and increased the armor and engines of all your ships, and all of this at no cost when in reality, to have achieved that you would have needed to fully scrap your fleet and start all over.

Vicky is very good at modelling the industrial age and the evolution of industrial economies, but in terms of industrial warfare, Vicky falls very flat. And by falls very flat I mean it fails to adequately represent pretty much everything about war. Now, it is very good at demonstrating the demographic effects of war, but that is another matter entirely and a game which is primarily about politics and economics should model that, especially since the game, unlike HoI, is only concerned with the period of the war.

It makes for deeper, more complex wars, which are vastly more entertaining than babysitting some NATO counters along a line to see who has the bigger stick.

Ignoring the political and economic side of war is bound to make for a bad model of warfare. However, ignoring the proper strategic and operational methods of war makes for an equally, if not larger, failure.

The Russians didn't stand a chance against the French, British or Japanese for far larger reasons than simple matters of military ineptitude.

Sure...and in HoI the side with more industry is disproportionately more likely to win as well. While HoI does abstract pretty much all economy besides the war aspect, that is in large part because it has no real need to, and it helps it better model the war. Just like Vicky isn't trying to model industrial warfare, so much as it is trying to model the industrial period as a whole and, thus, must make abstractions and simplifications with regards to its warfare model to be able to function.

In the ACW, The agrarian South was bound to lose against the North, which had enormous advantages in infrastructure, population and industrial output.

Sure, but that Vicky is absolutely atrocious at modelling the Civil War and that it's pretty much always an easily won war in game demonstrates just how badly Vicky models even mid-19th century warfare.

The Danes, The French, nor the Austrians stood a chance against Prussia, which had effectively industrialized its army before its adversaries. All of these wars were decided well before the armies entered the field. The armies were simply there to make inevitability a reality.

Err, no. During the both the Prusso-Austrian war and the Franco-Prussian war, Prussia was actually the industrial and economic underdog. In fact, Prussia's saving grace was that it was so operationally successful from the onset, because it allowed them to conclude the war very quickly as a long war would have been very disadvantageous to them as they would have been industrially outmatched. If anything, the wars initially, at least on paper, seemed to prefer the side that ended up losing. The Battle of France is another very clear example - on paper that war should have lasted years. In reality it lasted a few scant months.

Case in point being that while industry did play a large role in wars, oversimplifying it to say more industry = automatic win is just plain wrong, as is the assumption that all wars are over before they begin.

Anywho, small history lecture aside, that the side with the greater war production is more favored is modeled in HoI as well. It is, in fact, significantly better modeled in than in Vicky.

And it's not just stacks. Vic2 and EU4 model armies deployment in two lines. It's not the best available solution but you need to reach a compromise between a detailed tactical / operational approach and a grand strategy approach. You see a soldier figurine on a province and its stack strength but there are numbers crunching in the back, complex calculations modeling the battlefield, it's not as simple as the bigger stack wins the battle.

No, I agree. Vicky's model isn't game breaking or terrible (although Paradox, really, please fix the warfare during the second half of the game), it's an abstraction necessary to make the game function. Vicky in large part would have tons of trouble using HoI's model, because HoI's model uses a lot of resources just to run the war model, whereas Vicky devotes a huge amount of resources to just running the economies and politics of the game.

I'm not saying that Vicky 2's warfare ruins it, but the argument that Vicky 2's warfare model is by any stretch the best is just...crazy. Vicky 2 is objectively the worst model of warfare in any of the games. And this is fine, because Vicky 2 is by and large not about warfare, it's about the industrial era, economies, and political change.
 
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Wall of text

I find many of your arguments to be bending the facts, so we should probably carry this discussion to PMs if we are going to continue.

I still say Vicky 2.
 
and generally just involves smashing stacks as large as possible together.
I don't see how. Smashing deathstacks usually end up with the larger stack taking disproportionate losses, and when losses translate directly in part of your soldier POPs dying it makes for a bad, bad choice. Reinforcing front battles works better - way better, in fact.
 
Without a doubt, CK2's naval warfare. ;)
Actually, I have to agree with you.

Since it doesn't exist, it has no negative sides to it. Therefore it must be perfect!