It is now day 16 on our 100 map, and more or less the map has been won. We have about 1500 VP to go and now our primary opponents are going AI. So I think itβs a good time for my next review. So far up to this point there hasn't been much to report on really. Most has already been discussed, or I have been testing in my game and now have more results on.
Just as a note, some things in this review have been discussed, but I will mention them again if they are imo important.
So far, 1.5 has been very enjoyable, there are many new features which are just great. Rss balancing (except MP) are very well done. I really like how each rss is balanced and has an equal production rate now. Troops also seem much more diverse and this will result in far more strategic options and choices which is great. The pace of the game certainly is faster, which for an active player like myself is also great. I will say tho the 30 min timers do make it challenging to fight late night battles. While in 1.0 I would have 50 min powernaps between shots during the night, 20-25 min powernaps don't quite have the same effect lol.
On the whole, 1.5v3 is a far superior imo to the other versions. Everything feels well balanced rss and troop wise and its very enjoyable to play. I have three current "issues"/ main areas of feedback to provide now.
1. Manpower, I know this has been discussed a lot.I will link an image below which I think sums it up very well. It is day 16 and currently MP is such a limiting factor I can't do a whole lot. Up to about day 8-10 it was difficult, but after day 10 the limit of MP has turned the game into a slower slog feel. Seeing my rss rise without being able to use them is not an enjoyable feeling. And while yes, we can (and I have a lot) use those rss to build more ind buildings, the amount of excess rss I have even after building them is a large amount and for me, cash limits it further. But additionally, it feels somewhat redundant to build up our rss through ind when we cannot use those rss. While yes it does also increase our MP, as a player it is not enjoyable to have 50k+ rss and 1k MP meaning even if I do increase my rss, as MP is still so limiting I cannot really use these rss as much anyway. Imo MP should be limiting, but after give or take up to day 10, it shouldn't be much of a worry if you are in the top 3 players. I can only guess how limiting it would be for smaller players.Research. Now I am playing the axis doctrine which has more expensive troops, and no research benefits so I do have to keep this in mind. But imo all players should be able to research a strong base of troops, and then allies get the bonus of researching another branch of troops. Rather than all players being super limited by it, and allies simply less so/how all players should be.
2. Research is a core aspect of the game, doctrines should imo add a bonus, not change how the game is played fundamentally with the current rss productions.
As I said above, rss being evenly spread and produced I think is great, as long as we can use these troops. I initially attempted to use a balanced army approach. In this I planned to have two main stack types.
One with infantry, arty, AT, AA, RA, and motor inf. This stack was to use up my food and goods production as otherwise there is limited use for these rss. They would be more of a reserve/slower moving force to follow behind my faster armoured stacks
My second stacks would consist of SPA, SPRA, SPAA, TD, MI (motor inf) and these troops would use up my metal and oil production and some rares. Thus giving a perfectly balanced rss approach to my army⦠in theory.
In reality it resulted in two groups (groups of multiple stacks) of under developed, under research and under staffed armies. Quickly I will note the limited MP production certainly meant these armies where under staffed and not built up as much as my rss would allow. So with MP not being a limiting factor they would have performed better. BUT, the MP was not imo the core issue. Having this many troops meant they all where very much under researched. Some troops still being at lvl 1 to ensure I could research them all. At the same time I was also researching my navy, but tanks, not majority of the infantry not majority of the secret branches and no aircrafts. Thus I was planning on using about: 33% of infantry, 100% of ordinance, 20% of tanks (TDs) 0 air, 70% of navy and about 30% of secret troops. I was totally unable to research this amount and upgrade troops every 2-3 levels. While I planned to use those amounts, in reality I maybe researched half or 40% of that. This resulted in my stacks when I fought asia being under developed and researched. As you would have seen Freezy I struggled very hard advancing in Asia. My stacks could not fight the enemy who focused on less troops but kept them stronger. More of a 1.0 approach of perhaps a focus on 6 troops and only producing these. In comparison, Libya used a more 1.0 approach with only armoured stacks and a smaller range of troops and wiped through europe and asia very fast and successfully.
I do not believe the goal of 1.5 is to have players only use about 6-8 troops and not use others due to research limitations. After about 3 days in Asia and trying to successfully use this approach of all unit types, I gave up and ditched the unarmoured troops. This resulted in a faster capture of asia and was far more successful as I researched and upgrades these troops. Unfortunately I now have a HUGE surplus of goods and food as apart from infrastructure I have nothing to spend these rss on. This imo does not fit with the unit diversity approach of 1.5 as we cannot research up enough troops. While there certainly does need to be a balance between being able to research everything, I strongly believe we need the ability to research more. While currently imo it is more effective to research less troops, and based on our spy reports this is how you built your army in North Argentina, I personally think we should be able to research more to ensure we can actually use all our rss, and because 1.5 has the focus on unit diversity and using all troops.
Perhaps if there was some method of having lower day troops being able to be researched faster? For example, on day 20, if you tried to research something that unlocked on day 10, it would take less time.
Alternatively, perhaps a method to speed up research with rss. Perhaps 5x the research cost instantly researches it. Or halves the time? (This research cost would need to be high enough so that if I purchased the rss with gold, and used these rss to instantly/speed up research it would cost more gold in total to ensure gold research speed ups are not useless).
3. Moral, now this for me is far less of a concern. I do have an idea how to improve it. No moral war penalty is great. But, -60 is almost as painful in far off territories. And I don't think it is super feasible to build infra in every province. - assuming research is balanced. Otherwise it totally could be as for my style of faster troops, I am now not using much food or goods as mention above.
To improve this, perhaps the friendly neighbour bonus could be increased from +2 to +5 or +10. This would mean one province with the +20 infra would give other provinces more of a bonus and provide an increased incentive to build infra. As without it there will be no bonus. But with infra, it will provide a moral boost to its neighbours. I think this would solve the issue of far off lands having too low moral. And even provide more of an incentive to build infra. I personally think if research is reduced we will not have as much available foods and goods for infra. So it would not be feasible to simply build them in every province. But if perhaps we built infra in every city province. What ever + amount is used it also imo should occur at around 60-70% moral or what ever can be achieved with the -40 moral (-60+20 with distance and infra).
If players do not build infra, they will have the same issues they do now. But if infra is strategically built 1-3 provinces apart, the neighbour bonus would provide enough moral boost to make the provinces at a good level. I believe this would encourage infra to be built, increase strategic decisions for where to build it and potentially solve the moral issues of far off lands. Many players I have seen commenting on that the -60 penalty is too severe. While I believe alone it certainly is. With this idea it could be solved. I do not think it is feasible to build infra in every province, and the friendly neighbour bonus currently is only +2 and at 80% moral there is no bonus. In fact 80% gives a minus 1 penalty. This would not really impact core lands as they already have 100% moral. This change would mean the transition between lands would be more gradual, which I feel makes sense. And mean that strategic building of infra more viable and if anything more important as infra not only impacts one province, but provides a stronger bonus to the 'ring' around it.
Overall, currently my 1.5 experience has been very enjoyable. MP has been a significant issue and has slowed the pace of the game greatly. While all troops are better balanced, I do not feel that with the current research times we can successfully build enough troops to use these balanced rss amounts.
Thanks