It's by now more than two years I first suggested this (in a different thread in German forum) and it's still not done... in spite of the numerous approval on the first page of this thread. Which obviously means I haven't been convincing enough.
So let me use other words:
As CoW1.0 is balanced, even in case manpower is abundant for you, the four infantry types (militia, reg./mot./mech. infantry) often aren't the best choice (I'd even say they almost never are the best choice, while Chimere says you should have a few in the mix... let's leave it to that). This is not only unrealistic, but also makes manpower worthless in most situations (for players with an economy-first strategy even in all situations).
Therefore I still propose the following change:
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|
| prod. food | prod. manpower | upkeep food | upkeep manpower | |
Militia | 50 (250) | 1500 (1300) | 40 (50) | 85 (75) | |
Reg. infantry | 150 (500) | 1500 (1300) | 75 (90) | 115 (110) | |
Mot. infantry | 100 (350) | 1500 (1300) | 75 (90) | 115 (100) | |
Mech. infantry | 50 (250) | 1400 (1200) | 75 (90) | 115 (100) |
|
Paratroopers... | 250 (500)..... | 1500 (1300)..... | 75 (90)..... | 115 (110)...... |
Then increase research duration for every research level of militia and regular infantry except for level 1 by +4 hours.
Also slightly increase research costs for the higher levels of all 4 infantry types.
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After that change, if you're short on economic resources (food, goods, steel, oil, rares and money) but have spare manpower, the four infantry types would always be the best choice.
This would have the following positive effects:
* Manpower would then be valuable for all players and in all situations (because it allows to build more of that - in terms of economic resource costs - cheap infantry). This would open a new strategic dimension in the game, because you'd then have two layers of relevant resources (the economical, tradeable ones on the one hand and manpower on the other hand). So managing your resources would be more interesting and challenging. Also more satisfying - watching your manpower molding on a big pile without having a use clearly is not satisfying in any way.
* All provinces would thus have a value. Currently provinces without a resource far away from your capital you often don't want to have, because the bit of money you gain from them cannot compensate for the food+goods the population requires. This is also not realistic and also not satisfying. Having to conquer them in late game in order to gather the required victory points feels like a tedious duty. With manpower being valuable, this would change, since provinces far away from your capital give you the same manpower income as nearby ones.
* Manpower (speaking of the CoW1.0 interpretation as available soldiers) would have the role it really had in WW2. Countries with a large population but few steel, oil and/or money primarily had infantry. While countries with a small population but strong economy preferred heavy weapons / mechanized units. With above change, we would see the same in CoW. Which would improve authenticity very much and also open the opportunity to create great historic maps with clear distinction between industrialized and poorer countries.
* It would become an interesting decision whether to leave barracks activated even while not recruiting infantry. Currently this decision is too simple, because the correct answer always is no. This would also in some situations free players of the hassle of having to remember to deactivate their barracks each time after producing an infantry unit.
* Similarly, it would become an interesting decision in which provinces you want to build barracks in order to gain more manpower.
* Players would a bit more often decide to build infantry. This would be closer to WW2 reality, in which about 70% of all military units were from one of the 4 infantry types. Reflecting that 1-to-1 in CoW would harm playability a bit (although Supremacy1914 shows that even that would still be well playable), but getting a step closer to that reality would suit the game very well.
* Building barracks & infantry would no longer be newbie trap #1. I witnessed the frustration of new players who intuitively started with acting like a real leader would... i.e. with building primarily infantry, at least at the beginning. In CoW you first have to learn you're losing with that approach. Definitely not a fun learning experience.
* Cities would become more important, because they produce more manpower than rural provinces. Currently, their value is about the same as of rural provinces (yes, every city has a resource icon, but on the other hand, their food+goods consumption is higher). My proposal would help to give cities the significance they really had.
Negative effects:
None.
Well, I could imagine that with a bit more infantry in the game, you might fear the game to become a bit more static (since infantry is stronger on defense). Which I agree wouldn't be positive. If that is your concern, you could give light tanks and medium tanks offensive focus - a change that has proven to make sense in the CoW1.5 test events. Optionally you might also reduce or remove the defensive focus of mechanized infantry.
Bottom line: Since this is a very simple change (you only have to change a few values), why don't you at least give it a chance in front-pioneer games?