![]() These two are split into a planning and execution phase, with execution being pausable at any point and selectable between refusing to lengthen frontage at all, coordinated operations to end up with the same final frontage, and taking any plausible fights immediately. This is smoothed over by a planning system where, for armies (1-24 divs, 30 with specific generals, 72 or 90 instead on garrison duty) or army groups (5 armies or 7 with specific field marshals), static defensive deployments can be auto-assigned either to a front line along a border that will automatically follow changes, a reserve/fallback line anywhere that will fight to hold that line if necessary, or to garrison at points of interest within prebaked collections of 10-15 provinces from here a front line can be assigned an offensive line of territory to fill out before it keeps advancing or a spearhead that will be followed directly. Around 10k land provinces (ranging from a high density around 17 for Belgium to a low around 5 for Greenland, based on urbanization and likely relevance) each division (basic controllable unit, 1-25 battalions plus 0-5 support companies-so anywhere between 1,000 riflemen alone and 375 Mäuse backed up by 20 Katyushas, 25 2-ton trucks, 24 light tanks, 300 combat engineers, 500 mechanics, and 500 drivers and clerks, to give the absurd low and high ends) can freely move to any neighboring province if it is not being attacked, attacking instead if the destination is occupied by a hostile division. Pretty freely in a positioning and micro sense. Most countries have a few additional choices to research or upgrade tech quickly in the form of a “focus”, usually based on historical information (such as taking a ‘rearmament posture’, etc.).įinally, and this is particularly useful and needed for minors, there is lend-lease and licensing where you can get another country’s equipment straight up (lend-lease) or you can manufacture your own variants (licensing). Individual nations can make “variants” to customize their tier in stats and the currency to do this is through XP.Įach country starts with certain techs (some more than others depending on historical data-ie the UK has a decent amount of starting Naval tech while Germany has decent air force). The tech at each tier is equal in stats for all nations. It receives massive penalties if researched earlier than the historical time it existed (unless you unlock a modifier). Otherwise, tech is a tiered system you must research roughly based on year of introduction (not development) in the war. Tech development is fairly granular for the navy and the newest expansion to be released will extend that to armor. ![]() What's the technology development system like?Īm I □□ out of touch□? No□, it's the children□ who are wrong□□♂️ It's got its quirks and imbalances, but it's still a good game, so maybe? I mean, you're really not giving us a lot to go on. "We're doing a Mongolia focus tree before Italy." I might be wrong, but it represents what I've experienced in my times of "where the gently caress are my latest fighters I want to deploy". ![]() The Fighter II stockpile was started after the Fighter I stockpile, so it should look like this: You now have replaced all Fighter I in your air wings, and have 100 Fighter II left over. Fighter I reappears as a stockpile, and as such is placed at the bottom:Įventually, you build 350 more Fighter II. Then you build 50 Fighter II that replace Fighter I in your deployment. They're ordered by "the time their stockpile appeared in the list", I believe.
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