Late game modelling. Might it be improved? (Full Version)

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stockwellpete -> Late game modelling. Might it be improved? (1/1/2021 10:22:19 AM)

I wasn't quite sure what to call this post, but in my last 2 games against the AI (at Veteran level easy, and Veteran level default), where I have played as Central Powers, I have managed to get Stalemates both times. In this latest game, I think I would have lost had I continued. A-H was down to about 15% National Morale and Germany was at about 38%, while Turkey was knocked out; Bulgaria was at about 95%. The UK was at 70%, France at 45% and Russia was reinvigorated at about 45% too after defeating the Ottomans. The USA had yet to join the war. I was going to knock Italy out and I would have got a NM boost from that.

But when the game ended and all the units were revealed, there was (again) a solid mass of 6 rows of British and French troops waiting to attack on the Western Front. In the game I had modified the Artillery to represent just the heavier guns. So the number of Artillery units was halved, the number of shells they had as a maximum was halved, and the range was increased to 3 hexes to enable counter-battery fire. This seemed to work very well and the Germans were able to hold their lines, despite very heavy losses to themselves and the French (this is why both German and French morale was around 40%).

These 6 rows of British and French units waiting to rotate into the front line seem extraordinary to me. And they make US entry into the war rather pointless. In Stevenson's book on WW1 he makes the point that all the combatant nations (except the USA) were facing war weariness to some extent by 1917 and they were struggling to maintain recruitment levels. There were serious mutinies and the "Spanish flu" also started to make an impact in 1918.

I need to get some hard figures from Stevenson to make my argument stronger, but I am just wondering about the late war modelling here. For example, when a unit is "destroyed" it can be "re-purchased" at about 60% cost so it can return to frontline duties relatively quickly. What if this couldn't happen from 1917 onwards to represent war weariness? If you wanted to replace a particular unit then you would have to pay full price for it. Maybe the USA would be exempt from this rule as they joined the war much later? There may be other things, such as making the impact of the mutinies more severe, but I would need to research that issue properly.




The Land -> RE: Late game modelling. Might it be improved? (1/1/2021 10:38:18 AM)

Don't forget on high difficulty levels the AI gets not only a big industry bonus, but stacks of free units. The 'simulation' quality of the game really breaks down to increase the challenge level for the player.




stockwellpete -> RE: Late game modelling. Might it be improved? (1/1/2021 11:23:43 AM)


quote:

ORIGINAL: The Land

Don't forget on high difficulty levels the AI gets not only a big industry bonus, but stacks of free units. The 'simulation' quality of the game really breaks down to increase the challenge level for the player.


OK, does anyone know a bit more detail about how the game allocates resources to the AI as you progress up through the levels? I started playing at Intermediate and so far have usually achieved Stalemate as Central Powers and Victory as Entente. I lost a couple of Central Power games.

Notwithstanding the fact that the AI has to have certain bonuses as the Difficulty level is increased, are there any more historical factors that can be modelled into the game to represent war weariness? For example, the maximum number of units a particular nation can have might start to taper down after 1916.

The other thing is, at the end of my game against the AI, the Entente Powers had huge amounts of MPP's unused, so they could have built far more units if they had not reached the maximums allowed already.

What happens in MP? Do players generally use all their MPP's each turn, maybe holding back a small kitty for each nation to deal with emergencies?




The Land -> RE: Late game modelling. Might it be improved? (1/1/2021 1:41:08 PM)


quote:

ORIGINAL: stockwellpete

The other thing is, at the end of my game against the AI, the Entente Powers had huge amounts of MPP's unused, so they could have built far more units if they had not reached the maximums allowed already.



So in the difficulty settings the AI gets +10% of +20% MPP. I suspect that actually has a much larger effect than advertised, so to speak. Why? Because each country already labours under a MPP penalty that is as high at 70% for the Russians. So a 20% bonus to the Russians increases the effective MPP rate from 30% to 50%. The effect is less pronounced for Britian and France who have a lower initial penalty but will still be pretty big.

For the "AI Helper" units you'd need to look in the Units event file, but from memory there are a good few of them.




ThisEndUp -> RE: Late game modelling. Might it be improved? (1/1/2021 1:56:57 PM)

Not for me. Unless you're referring to a smaller power like Serbia, Italy, or the Ottomans, there really isn't a need for it, since the per turn income is more than enough for most expenses. Maybe in anticipation of large expenditures, such as for infantry weapon upgrades, it might make some sense. But otherwise no.




stockwellpete -> RE: Late game modelling. Might it be improved? (1/2/2021 12:18:29 PM)

I am just starting to look at this in a bit more detail using David Stevenson's excellent "!914-18". In Chapter 8 called "Manpower and Morale" he gives the following figures . . .

France - its army on the Western Front peaked at 2.234 million men in July 1916. By October 1917 it had dropped to 1.888 million men.

Britain - the BEF peaked at 1.801 million men in October 1917 and then began to fall after that.

Russia - the figures are less clear but Russia mobilised 4.5 million men in 1914, suffered great losses in 1915 and by late 1916 its losses were 5.5 million.

Italy - no numbers given beyond the assertion that Italy reached its peak at about the same time as Britain.


Germany - its army peaked at 5.8 million men in mid 1917 and then declined to 4.9 million men in mid 1918.

Austria-Hungary - no figures given beyond the assertion that it reached its peak size in 1915.

Ottoman Turkey - its army peaked at 0.8 million men in early 1916 and by March 1918 had collapsed to just 200,000 men.


Stevenson says that by Spring 1917 most of the combatant nations had reached their maximum efforts on recruitment and after this needed to substitute firepower for men, by which he means that technological advances in weaponry were needed to offset the decline in numbers and quality of new recruits. He writes,

"Neither side could sustain the peak of mobilisation attained in 1916 . . . they needed to pause . . . in 1917 all three main armies on the western front began to shrink . . . following the Germans' lead, first the French and then the British reduced the number of batallions in each division. Although trying to compensate through increased firepower, one army after another converted from an offensive to a defensive posture in response to changed strategic priorities, shortage of men, and ebbing morale."

David Stevenson, Chapter 12 - "The Third Phase Spring 1917 - Autumn 1918" (pp297-8).




Dazo -> RE: Late game modelling. Might it be improved? (1/2/2021 12:47:22 PM)

@ stockwellpete:

One thing you can try is change the XP level of AI units while staying at intermediate difficulty level.
That way you won't have rows of units but AI ones will be harder to kill, max xp (+2) is a bit too much especially if you play Entente as Germans already have more XP at start but +1 makes it quite good in my opinion as you'll really have to focus your attacks while AI offensive are clearly more threatening. Trenches are an absolute must when giving AI more XP as usual solo player strategies arn't working or at least not as well as before :) .




Platoonist -> RE: Late game modelling. Might it be improved? (1/2/2021 2:58:58 PM)


quote:

ORIGINAL: stockwellpete



But when the game ended and all the units were revealed, there was (again) a solid mass of 6 rows of British and French troops waiting to attack on the Western Front. In the game I had modified the Artillery to represent just the heavier guns. So the number of Artillery units was halved, the number of shells they had as a maximum was halved, and the range was increased to 3 hexes to enable counter-battery fire. This seemed to work very well and the Germans were able to hold their lines, despite very heavy losses to themselves and the French (this is why both German and French morale was around 40%).

These 6 rows of British and French units waiting to rotate into the front line seem extraordinary to me. And they make US entry into the war rather pointless. In Stevenson's book on WW1 he makes the point that all the combatant nations (except the USA) were facing war weariness to some extent by 1917 and they were struggling to maintain recruitment levels. There were serious mutinies and the "Spanish flu" also started to make an impact in 1918.



I has the same thoughts in my game when as the Central Powers I achieved victory in May 1918. I turned off the fog of war and found myself staring at what looked like the hosts of Mordor aligned against me on the Western Front and wondered how I was winning this thing. This was a game on the normal setting with no advantage for the AI.

I have a feeling the one unit stacking limit may be to blame here too. There's too many units and not enough front.



[image]local://upfiles/9147/BBC118AB26C5412CBFBEF40FE98A6711.gif[/image]




stockwellpete -> RE: Late game modelling. Might it be improved? (1/2/2021 5:55:04 PM)


quote:

ORIGINAL: Platoonist

I have a feeling the one unit stacking limit may be to blame here too. There's too many units and not enough front.



Yes, that is the issue I guess. I am not sure how many soldiers the Infantry/Cavalry Corps and Detachments are actually meant to represent (roughly). Stevenson gives the following numbers where an army Corps usually consisted of 2 Divisions . . .

Germany - a division was 17,500 soldiers, 72 field artillery and 24 machine guns, so a German Corps was around 35,000 men

France - a division was 15,000 soldiers, 36 field artillery and 24 machine guns, so a French Corps was around 30,000 men

Britain - a division was 18,073 soldiers, 76 field artillery and 24 machine guns, so a British Corps was around 36,000 men

Presumably Detachments are roughly the same size as Brigades, are they? 4-500 soldiers? Or are they Regiments at 2-3,000 men?

Note: These numbers declined as the war progressed into 1917/18. USA divisions were 28,000 men strong.

Are these numbers that are being used in the game?




stockwellpete -> RE: Late game modelling. Might it be improved? (1/3/2021 11:33:45 AM)


quote:

ORIGINAL: Dazo

@ stockwellpete:

One thing you can try is change the XP level of AI units while staying at intermediate difficulty level.
That way you won't have rows of units but AI ones will be harder to kill, max xp (+2) is a bit too much especially if you play Entente as Germans already have more XP at start but +1 makes it quite good in my opinion as you'll really have to focus your attacks while AI offensive are clearly more threatening. Trenches are an absolute must when giving AI more XP as usual solo player strategies arn't working or at least not as well as before :) .


How would I do that please? I want to play as Central Powers versus Entente.




BillRunacre -> RE: Late game modelling. Might it be improved? (1/3/2021 3:59:01 PM)


quote:

ORIGINAL: stockwellpete
How would I do that please? I want to play as Central Powers versus Entente.


You can amend the settings in the Options screen when playing the AI, as the MPP, experience and spotting bonuses the AI might receive can be raised or lowered independently of setting the difficulty level. This is really there to allow more fine tuning.




BillRunacre -> RE: Late game modelling. Might it be improved? (1/3/2021 4:01:19 PM)


quote:

ORIGINAL: stockwellpete


quote:

ORIGINAL: Platoonist

I have a feeling the one unit stacking limit may be to blame here too. There's too many units and not enough front.



Yes, that is the issue I guess. I am not sure how many soldiers the Infantry/Cavalry Corps and Detachments are actually meant to represent (roughly). Stevenson gives the following numbers where an army Corps usually consisted of 2 Divisions . . .

Germany - a division was 17,500 soldiers, 72 field artillery and 24 machine guns, so a German Corps was around 35,000 men

France - a division was 15,000 soldiers, 36 field artillery and 24 machine guns, so a French Corps was around 30,000 men

Britain - a division was 18,073 soldiers, 76 field artillery and 24 machine guns, so a British Corps was around 36,000 men

Presumably Detachments are roughly the same size as Brigades, are they? 4-500 soldiers? Or are they Regiments at 2-3,000 men?

Note: These numbers declined as the war progressed into 1917/18. USA divisions were 28,000 men strong.

Are these numbers that are being used in the game?



Essentially yes, but in a more abstracted way. Detachments appeared in the Orders of Battle right from the start of the war for a number of countries, and appear to have generally been larger than Brigades. But unlike Corps I'm not aware of an official structure/OOB for them, i.e. troops might be grouped together to form a Detachment to carry out a task such as guarding a location.




stockwellpete -> RE: Late game modelling. Might it be improved? (1/9/2021 12:38:38 PM)

I mentioned the "Apocalypse" documentary series in another thread. It talks about the "Spanish flu" epidemic and its impact in 1918. It gives the following figures . . .

UK - 200,000 affected
France - 400,000
Germany - 500,000

It does not give numbers for other countries but the USA must have been hit very hard too. Presumably, I will be able to find numbers for other combatants.




stockwellpete -> RE: Late game modelling. Might it be improved? (1/9/2021 1:34:54 PM)

Short excerpt on the impact of Spanish flu on German and US armies in 1918 . . .

https://www.bing.com/videos/search?q=spanish+flu+impact+on+ww1&docid=608013747308137387&mid=E2B20637EE80B402D4AEE2B20637EE80B402D4AE&view=detail&FORM=VIRE




Chernobyl -> RE: Late game modelling. Might it be improved? (1/9/2021 9:27:22 PM)

That's a good point. Is there no Spanish Flu event? There are typhus epidemic events so maybe there should be a Spanish Flu event in late 1918 seeing as it's a major historical event of the period.




stockwellpete -> RE: Late game modelling. Might it be improved? (1/10/2021 10:17:03 AM)

quote:

ORIGINAL: Chernobyl

That's a good point. Is there no Spanish Flu event? There are typhus epidemic events so maybe there should be a Spanish Flu event in late 1918 seeing as it's a major historical event of the period.


It was mentioned in another thread recently but I cannot find which one at the moment. The mechanism for having a Spanish flu event (two actually, in Spring and then the Autumn of 1918) is already in the game (e.g. typhus, mutinies) so it would be straightforward to introduce. The more that I read about the later stages of the war the more the various countries resemble "punch-drunk" fighters who are desperately hoping for a knock-out so the fighting can stop. According to Part 4 of that "Apocalypse" documentary I put up yesterday the French were incapable of mounting a major offensive for much of 1917 even though the first American soldiers had arrived in France, their commander Pershing didn't want to put his soldiers under Allied command or get them involved in trench warfare. Instead he was preparing them for a first offensive in 1919 based on a "war of movement".

I do think the general readiness value of units in all the war weary nations needs to be looked at as the war progresses. Their recovery should perhaps take a bit longer. Many countries faced severe manpower shortages so perhaps their ability to repurchase "destroyed" units for 135 MPP instead of the 225 MPP (and longer time frame to recruit them) should be curtailed. Instead of having a campaign map full of units at 10 strength points (and some with elite reinforcements) it should be more usual to see units with 7 or 8 strength points and lower readiness values just seeking to hold their positions than attack.

My comments are based on what I am seeing in games against the AI at Veteran level rather than what might be happening in MP.




mdsmall -> RE: Late game modelling. Might it be improved? (1/10/2021 7:16:23 PM)

The Strategic Command game system takes into account many factors, but the devs have chosen (up till now) not to introduce further limits on strategic resources, such as manpower or oil. So the only strategic constraints to production in the game are the MPP limits and the build limits per unit type for each Major.

For all the reasons cited above by stockwellpete, I think it would make a big difference to the WW1 game, especially in 1917-18, to start to introduce manpower constraints on new or rebuilt units. It would make the game not only more realistic but also more interesting to play. It would certainly make the arrival of fresh U.S. troops that much more significant a factor on the Western Front.

In theory, there are lots of different ways that manpower constraints could be introduced into the game once a manpower threshold had been reached. This could include:
- Increasing the MPP cost of reinforcements for existing units
- Reducing the maximum amount which units can be reinforced to levels below 10, even if fully supplied
- Increasing impact on unit morale of strength point losses and reducing the morale benefit of new replacement points added
- Increasing the MPP cost of rebuilding destroyed units
- Raising the supply threshold below which destroyed units can only be rebuilt at full cost (i.e. above 5 supply)
- Starting rebuilt units at a lower initial morale level
- Lengthening the production time for rebuilt or new units

An interesting way of triggering some of these measures would be to introduce for each Major a "whole campaign" build limit for infantry and cavalry units. This limit would track the total number of units built or rebuilt over the duration of the game, and not just the number on the board or in production at any given time. Once a Major had reached its campaign build limit, new conscription measures would have to introduced via a DE to increase that build limit, which would come with significant loss of National Morale, increased risk of demonstrations and strikes, along with several of the above constraints on building or rebuilding units. If the increased build limit was reached, there could be further rounds of conscription proposed in subsequent Decision Events (similar to the DE for expending MPPs to raise National Morale), triggering even collateral bigger effects.

I'd be interested to hear other players views on these ideas - especially people who have designed or played mods in any of the Strategic Command games where manpower constraints were a factor.




Chernobyl -> RE: Late game modelling. Might it be improved? (1/10/2021 9:17:58 PM)

In my games against the computer I've never seen a front build up like that. I am too busy smashing units with artillery and advancing. This is with +20% MPP for the computer, but not +20% experience, so maybe if you're playing with extra AI unit exp then they might hold out longer?

But the main question I have for you is: how many corps did you destroy by what date? I have a save game against the Entente AI where it's early May 1916 and I've destroyed 145 regular corps (not counting cavalry, hq, artillery, detachments, mountain, ships, etc). Their front is completely busted in Italy France and Russia. They don't have enough units to form a coherent line anywhere except the Caucasus (the ai tends to send too many units to the caucasus for some reason)

I do think there is a bit of "MPP bloat" and an issue where particularly Russia can elect to sit back and tech up with their 1600 max tech pool which bizarrely is the same as England and Germany. And their Industry tech which gives a massive +125 MPP per turn (compare to the second best in the game Germany which gets roughly +65 per turn)...

In addition to changes to Russia's technological and economic potential (reduce the max Russia can spend on tech to something closer to Austria)... well I won't go into more detail than that cause it's kind of outside the scope of this thread.

But one change I'm implementing in my personal scenario/mod that I think applies to the issues raised in this thread: increasing the global buyback time for Corps/Detachments/etc.

Not sure about increasing buyback MPP cost but the time is ridiculously short. You get these corps back way too quickly (it's practically instant) and there's very little early pressure for certain nations to buy early to get "ahead of the losses curve" if you will.

Problem #1: The quick buyback time punishes attackers who destroy units and take losses to do so. Yes you get a NM swing for killing a unit, but this is only a long term advantage. In the short term the benefits of taking say 8 total damage to 3 corps for killing one enemy corps is only 47MPP (135 for their buyback - 88 for your repairs). For certain nations with weak economies and low NM pools (Ottomans, Italy) such a tradeoff isn't even necessarily advantageous at all. These nations desperately need their MPP as early as possible for technology and overpowered weapons (artillery) and it's often disadvantageous for them to trade even at positive ratio. Moreover, spending full movement points on 3 corps to repair is arguably more costly in momentum than is losing a corps for 2 turns awaiting buyback.

Problem #2: I think an even bigger problem is that it (the low cost in time and possibly also MPP to buyback a unit) contributes to Russia (and sometimes France England or others) to simply turtle and tech up. To illustrate I will elaborate on Russia: It's unclear to me what the advantage is for Russia to press hard in 1914/15 with their units on any front except the Austria/Lemberg area and the Caucasus if there's an opening. They have the greatest advantage in terms of quantity of units anywhere on the map, the potential to throw their forces in bulk to stretch the capability of Austrian/German defenses and force German corps to early rail transport to the East, and yet the current optimal strategy for Russia may very well be for Russia to turtle and tech, using your numerous corps as meat shield timewasters not to be bought back until their research is maxed out at 1600/1600 and their artillery is purchased. Yes, Russia who has the greatest numbers advantage also has the greatest potential for economic growth and their tech growth potential is quite high too. Due mostly to their advantage in numbers, but also partially to the fact that buybacks are cheap and quick, there's little urgency to purchase back lost Russian corps until their numbers approach double digits. Combine this with a passive/turtle strat where Russia is not attacking into Germany at all, and they simply aren't losing many corps. Germany doesn't have enough spare forces to push towards Warsaw until early 1915 and against a shrewd opponent who retreats only the most exposed Russian corps every turn, Germany won't do much damage until mid 1915. By which point Russia has made significant tech/economic progress. Russia's MPP per turn actually surpasses Germany's after four Industry tech levels (I am aware there is a tech speed penalty for Russia/Austria etc and some cost increases for Russia but the point isn't that Russia has slightly worse tech research than Germany, it's that Russia's tech ability is almost as good as Germany's while her economic growth far outclasses everyone else in the game (+125 per turn compare to say Austria who get about +40-45 MPP per Industry Tech advancement)).

Worst of all, in the case of Russia, there is NO COUNTER to this strategy. The Central Powers might breathe easier due to fewer Russian advances in the early game, but they also have no way of stopping the proportionally stronger Russian tech/economic growth from such a turtle strategy. The Entente simply has a unit advantage that they can cash in to buy time and there's no way for Germany to throw an early money wrench into this strategy. Germany can defeat Serbia and have more units in France, but Russia's tech progress won't be slowed by a single MPP until you kill say 8 or more Russian corps (which is far too late to put a dent in their research, not to mention the costs and risks involved in maximizing early Russian losses).

This problem applies most strongly to Russia because of their superior numbers, but also applies to the other powers to a lesser extent. As Germany or Austria I often judge (correctly) that I can wait an extra turn or two to click buyback on lost corps because they arrive so damn quickly.

Okay so as I said that all probably deserves its own thread, and multiple changes as I have alluded to, but the point relevant to this thread is that it relates to our discussion about problems with late game unit/MPP bloat and buyback costs and time:

For starters, I think one easy change that would improve the game is increase the buyback time for Detachments/Corps/etc* from 60% of 3 turns to something like 100% of 5 turns. It would force tougher and more interesting economic dilemmas (try planning ahead what your front will look like 5 turns from now instead of 2) and partially weaken the ahistorical turtle/techup strategy.

*Also probably increase the buyback time of ANZAC corps by quite a bit because they come from the other side of the world!




USGrant1962 -> RE: Late game modelling. Might it be improved? (1/10/2021 10:38:09 PM)

When I looked at Platoonist's screenshot, the BEF seemed way to big to me. I looked in the editor and both France and UK have a corps build limit of 24 in this scenario. Looking at the 2017 scenario setup there are only 10 UK corps. Perhaps adjusting the UK build limit down to say 16 will keep that AI from overbuilding (and probably better represent the manpower available).

That doesn't solve the apparent surplus of MPPs late in this scenario, they will flow to other builds or research, but perhaps Spanish Flu event(s) can absorb some of that by forcing spending on reinforcements. A bump in Reformation cost and Reformation delay also seems to make sense.




Chernobyl -> RE: Late game modelling. Might it be improved? (1/10/2021 11:35:24 PM)

quote:

ORIGINAL: USGrant1962
That doesn't solve the apparent surplus of MPPs late in this scenario


Change Industry Tech from +15% MPP to +10% MPP and limit investment to 2 chits instead of 3 would change the late game economy quite a bit




Patrat -> RE: Late game modelling. Might it be improved? (1/11/2021 6:02:38 AM)

quote:

ORIGINAL: mdsmall

The Strategic Command game system takes into account many factors, but the devs have chosen (up till now) not to introduce further limits on strategic resources, such as manpower or oil. So the only strategic constraints to production in the game are the MPP limits and the build limits per unit type for each Major.

For all the reasons cited above by stockwellpete, I think it would make a big difference to the WW1 game, especially in 1917-18, to start to introduce manpower constraints on new or rebuilt units. It would make the game not only more realistic but also more interesting to play. It would certainly make the arrival of fresh U.S. troops that much more significant a factor on the Western Front.

In theory, there are lots of different ways that manpower constraints could be introduced into the game once a manpower threshold had been reached. This could include:
- Increasing the MPP cost of reinforcements for existing units
- Reducing the maximum amount which units can be reinforced to levels below 10, even if fully supplied
- Increasing impact on unit morale of strength point losses and reducing the morale benefit of new replacement points added
- Increasing the MPP cost of rebuilding destroyed units
- Raising the supply threshold below which destroyed units can only be rebuilt at full cost (i.e. above 5 supply)
- Starting rebuilt units at a lower initial morale level
- Lengthening the production time for rebuilt or new units

An interesting way of triggering some of these measures would be to introduce for each Major a "whole campaign" build limit for infantry and cavalry units. This limit would track the total number of units built or rebuilt over the duration of the game, and not just the number on the board or in production at any given time. Once a Major had reached its campaign build limit, new conscription measures would have to introduced via a DE to increase that build limit, which would come with significant loss of National Morale, increased risk of demonstrations and strikes, along with several of the above constraints on building or rebuilding units. If the increased build limit was reached, there could be further rounds of conscription proposed in subsequent Decision Events (similar to the DE for expending MPPs to raise National Morale), triggering even collateral bigger effects.

I'd be interested to hear other players views on these ideas - especially people who have designed or played mods in any of the Strategic Command games where manpower constraints were a factor.


I think it's worth mentioning that in real life the allies never came close to inflicting more casualties on the germans in any year, than could be made up by that years class of recruits.

In other words, the attrition strategy never came close to working.

The manpower shortages some countries experienced weren't caused by casualties. They were caused by bad decisions regarding the allocation of manpower. Certain countries tried to have armies to large for their population base. They didn't leave enough manpower to man the factories and especially in Germanys case, to work the land. This was a major factor in the blockade causing a famine in Germany in 1918.

One of the purposes of build limits in the game, is to reflect that a country can only allocate so much manpower to the armed forces. If you were to try to implement manpower in the game, in any kind of realistic way, you'd have to have it set up that you would allocate so much manpower to industry, so much to agriculture, and so much to the military. Then your military force structure would be limited by the manpower that you allocated. It would make the game much more complicated.


Also it should be mentioned that when a unit is severely damaged or even destroyed, that doesn't mean that all the manpower, or even a large part of it are causalities. It just means that the unit is no longer combat effective.


PS. I am currently playing a game as the entante against the AI CP set to the very highest difficulty. I haven't seen the kind of unit congestion pictured above.





stockwellpete -> RE: Late game modelling. Might it be improved? (1/11/2021 11:50:41 AM)


quote:

ORIGINAL: mdsmall

The Strategic Command game system takes into account many factors, but the devs have chosen (up till now) not to introduce further limits on strategic resources, such as manpower or oil. So the only strategic constraints to production in the game are the MPP limits and the build limits per unit type for each Major.

For all the reasons cited above by stockwellpete, I think it would make a big difference to the WW1 game, especially in 1917-18, to start to introduce manpower constraints on new or rebuilt units. It would make the game not only more realistic but also more interesting to play. It would certainly make the arrival of fresh U.S. troops that much more significant a factor on the Western Front.


Yes, at the moment in matches against the AI as Entente, it is largely irrelevant if the USA enters or not. If they do enter they have to line up behind 5 or 6 rows of British and French units.

quote:

In theory, there are lots of different ways that manpower constraints could be introduced into the game once a manpower threshold had been reached. This could include:
- Increasing the MPP cost of reinforcements for existing units
- Reducing the maximum amount which units can be reinforced to levels below 10, even if fully supplied
- Increasing impact on unit morale of strength point losses and reducing the morale benefit of new replacement points added
- Increasing the MPP cost of rebuilding destroyed units
- Raising the supply threshold below which destroyed units can only be rebuilt at full cost (i.e. above 5 supply)
- Starting rebuilt units at a lower initial morale level
- Lengthening the production time for rebuilt or new units


All of these ideas are worth considering to come up with the optimal combination.

quote:

An interesting way of triggering some of these measures would be to introduce for each Major a "whole campaign" build limit for infantry and cavalry units. This limit would track the total number of units built or rebuilt over the duration of the game, and not just the number on the board or in production at any given time. Once a Major had reached its campaign build limit, new conscription measures would have to introduced via a DE to increase that build limit, which would come with significant loss of National Morale, increased risk of demonstrations and strikes, along with several of the above constraints on building or rebuilding units. If the increased build limit was reached, there could be further rounds of conscription proposed in subsequent Decision Events (similar to the DE for expending MPPs to raise National Morale), triggering even collateral bigger effects.


Yes, this is definitely on the right tracks and would be historically realistic. The war weariness of the combatants was the most important determinant of the direction of the war in 1917/18.






stockwellpete -> RE: Late game modelling. Might it be improved? (1/11/2021 12:17:14 PM)


quote:

ORIGINAL: Patrat

PS. I am currently playing a game as the entante against the AI CP set to the very highest difficulty. I haven't seen the kind of unit congestion pictured above.




It may be that it only happens when playing as Central Powers against the AI (as Entente).




shri -> RE: Late game modelling. Might it be improved? (1/11/2021 12:56:54 PM)

There is a way to avoid this - by restricting RUSSIAN/AUSTRIAN/ITALIAN/OTTOMAN/Minor trenches & Industry to level 2 only. So, they can get max 3 entrenchments + terrain multipliers (wherever present).
This will allow the Germans to roughshod Russians once they get a grip on them.

In real war, these nations all underperformed and the German army with a fraction of total deployment (never more than 1/3rd) steamrolled through Russia in a way that's impossible in game.
Pre War calculations by German General staff that a single German pre-war corps was equivalent to 1.5 Russian ones proved more than right. Infact a single German corps on the defensive often stopped a whole Russian army (3/4 Corps).

To make the Game truly balanced as compared to Historical mode, the GERMAN pre war units (though not their reserves mobilized or purchased later) have to be able to start at level 1 and proceed to level 3 with the UK alone getting them for AnZac and Canadians and the Guard corps (3 full corps of allies and 1 from home), this will make the real life casualties mirrored in game.

I remember an old game, WW1 Gold had this unit discrepancy intact wherein Germans routinely defeated Russians easily but Russian units were cheaper and faster to replace, whereas German ones were slower and costlier to replace.




Chernobyl -> RE: Late game modelling. Might it be improved? (1/11/2021 3:53:02 PM)

quote:

ORIGINAL: shri
There is a way to avoid this - by restricting RUSSIAN/AUSTRIAN/ITALIAN/OTTOMAN/Minor trenches & Industry to level 2 only.


I was already thinking of restricting Russian/Ottoman Trench Warfare investment from 4 to 3 and Industry Tech investment from 3 to 2 for most nations. I hadn't considered lowering maximum Trench Warfare levels for anyone.

What were late war Russian trenches like? Did they have wire? Were there strongpoints? Was there defense in depth? And were German trenches in the East just as strong as their trench system in France or was it inferior?




USGrant1962 -> RE: Late game modelling. Might it be improved? (1/12/2021 3:06:24 AM)

A bit of a philosophical rant, if I may:

It seems to me that this (late game modelling) is a scenario design issue, not necessarily a game engine issue. So solutions should stick to scenario design. Things like changing build limits and adjusting maximum Production and Industrial research chits, along with interesting historical events, seem to me a better way of adjusting play balance than more aggressive changes to the core game system. Not that I'm sucking up to the devs or anything [&o]

Late game balance is a problem that all devs must struggle with. Snowballing, as friend Pocus calls it, is a perennial problem in 4X strategy and civilization-level games, and can inflict long wargames as well. In my experience, it is hard to playtest the late game when a new beta rolls out every few days or week. Beta testers start new games when that happens, rarely getting to the end game.

That is one of the beauties of a quality long-lasting game system like SC, FOG, AGEOD, JTS, etc. The devs can take real-player, long-term play feedback and improve the game system.

So Huzzah to Bill and Hubert!





stockwellpete -> RE: Late game modelling. Might it be improved? (1/12/2021 6:43:51 AM)

I have found this on the "Spanish flu" epidemic, which locates its origins to Etaples and Aldershot rather than the USA . . .

http://ww1centenary.oucs.ox.ac.uk/body-and-mind/the-etaples-flu-pandemic/

It seems like this was much more of a Western Front issue than anywhere else during the course of 1918.




Xsillione -> RE: Late game modelling. Might it be improved? (1/16/2021 7:53:14 PM)

Hmm, never seen this many units, not sure how you left them to build up, and most importantly, how you managed to even hold them. Played (and won) on expert against the entente, and never seen this row after row buildup, at worst they had three rows, and that was even with art and hq peppered into. Of course the attrition rate was also quite high, and even the simple reinforcements used up lot of mpp on both side, so building up was not really an option. Yet, it is simply an issue, that in the late game, you simply run out of units, not economy, since you take over territories, gain allies, and boost your economy, but the built limit stays, you get a few more aircraft and armor, but those won't eat your budget, only the art can do that, if you need them to be replaced, for same reason.




stockwellpete -> RE: Late game modelling. Might it be improved? (1/17/2021 10:35:55 AM)


quote:

ORIGINAL: Xsillione

Hmm, never seen this many units, not sure how you left them to build up, and most importantly, how you managed to even hold them. Played (and won) on expert against the entente, and never seen this row after row buildup, at worst they had three rows, and that was even with art and hq peppered into. Of course the attrition rate was also quite high, and even the simple reinforcements used up lot of mpp on both side, so building up was not really an option. Yet, it is simply an issue, that in the late game, you simply run out of units, not economy, since you take over territories, gain allies, and boost your economy, but the built limit stays, you get a few more aircraft and armor, but those won't eat your budget, only the art can do that, if you need them to be replaced, for same reason.


Well, I am not the only player to have mentioned it. I have never beaten the AI playing as Central Powers, whether at Intermediate or Veteran level. The best I can do is get a Stalemate, which is what I expect to do now after losing my first couple of games. I have never been in a position where I could not buy any more Infantry Corps units because I have reached the ceiling set in the game. I have reached maximums for Artillery, Mountain Corps and various types of aircraft. I never have large amounts of MPP's unused. I find playing as the Entente much easier so far and have won a couple of games at Intermediate level.

It may be that I am only a fairly average player and need to study the game more closely, but at the moment I do not feel I can win as the Central Powers because I would need to take Paris to do that. I am working on a Mod that I can use for myself against the AI and I am experimenting with reducing the build limits a bit. I have completely re-worked artillery (roughly reducing the number of units in the game by a half and having maximum shells set at 5; the range is 3 hexes) so that the artillery units represent only the heavier guns. Consequently the number of Infantry Corps destroyed in the game overall is considerably reduced as a result.




Xsillione -> RE: Late game modelling. Might it be improved? (1/17/2021 12:10:55 PM)

Well, having only 5 shells would mean almost no change in normal or even veteran, you need only 5 to deentrench at max (fortress and cities a bit more, but not that big of an issue, esp with 3 range), and after that, you only need 2-4 inf to destroy an enemy inf,. with two wide space, so you should be able to destroy pretty much you front diveded by two number of enemy unit, if you have enough inf and art. Bit less if you have enough inf, but already used up your art, and on that difficulty, the ai should not be able to punish you too much, so soon your enemy front collapse, esp in intermediate, where taking paris is your goal, and what you could do before the fronts froze.




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