Yeah, I was saving the regaining army strength for later as I'm sure it may be a bit contentious. During peacetime it's easy, by demobilizing and returning to peacetime status, you will automatically regenerate army strength each year. At the moment I am leaning towards regeneration of 5% per turn. Disbanding divisions would also restore some percentage of your strength, representing the merging of various units in a time of demobilization.
Rather than having a manpower pool, the cost for reinforcing army strength will be dependent upon the number of divisions you possess. Now, to pay for reinforcing army strength, you will pay with EP or IC per turn. Not banked EP, but EP per turn, meaning that each time you reinforce your army strength, you will become economically weaker and be able to afford less in future turns. Therefore the longer the war goes, the worse off your nation will be if you sustain heavy losses and damages, as you try to replace casualties. For economically powerful nations this won't be too much of a problem for the start of a war, but 2-3 years of total war will definitely take its toll on any state. This is also considering the additional costs of war in producing supplies and new ships/planes. Therefore, unlike in other games I've done where the manpower was key to depleting an enemy in a war of attrition, the target will (and should) be the economic power of the enemy instead.
To that end, I'll give you more information than you asked for! In previous games things like submarine interdiction warfare and strategic bombing served little to no purpose beyond flavor. In Capto Iugulum mechanically there was no point to building heavy bombers when close air support was more relevant in a war. At best you MIGHT have knocked off one or two EP from your enemy. In Art of the Possible, strategic bombing will always destroy at least some amount of Supplies and/or EP, and while bombers may not always make it through, they will always do some damage at least. Same goes for submarines, as targeting enemy trade will deplete their stocks of supplies. In this game, strategic economic warfare is just as or more important than simply defeating the enemy on the battlefield.
I'd say Ukraine is okay, because, judging by the map, it's a combination of Galichina, Volyn', and Levoberezhye, plus the Crimean peninsula with a big chunk of Crimean Tatar population. Plus, by the time Poland "created" Ukraine, it had probably had a very decent percentage of Russian or Russian-speaking population (at least 30%), with majority of it on the left bank of the Dnieper. So, keep that in mind, too.So is Ukraine a good name for the kingdom, or is Ruthenia/Russenia better?
I'd say Ukraine is okay, because, judging by the map, it's a combination of Galichina, Volyn', and Levoberezhye, plus the Crimean peninsula with a big chunk of Crimean Tatar population. Plus, by the time Poland "created" Ukraine, it had probably had a very decent percentage of Russian or Russian-speaking population (at least 30%), with majority of it on the left bank of the Dnieper. So, keep that in mind, too.
Russenia/Ruthenia is the same thing. It's the territory of Western Ukraine near the Carpathian Mountains. Ukraine is a bit wider term, encompassing a larger national, ethnic, and geographical entity.Don't really want to take this too off topic, but now i'm curious. What's the difference between Ukraine, Ruthenia, and Russenia?
So, if you've exhausted your manpower and your divisions are below 100% strength, you can disband some of your divisions, thus bringing the strength of the remaining ones back to 100%, right?So after not having my notes all weekend, I'm back making progress on the stats and setup. After careful consideration, I decided that it would be best to implement a manpower stat to act as a final barrier to unrealistically sized armies that are a risk under the old system. Now, in Capto Iugulum, manpower was the stat that allowed unrealistically sized armies to occur. Russia's overwhelming manpower was such that his losses each turn were almost made up by each turn's manpower production. Theoretically, he would have had nearly infinite manpower when it came to warfare. The total unit caps I've already discussed are a way to curb that, but on their own, it's not enough, particularly considering the new stat of Army Strength.
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Manpower will always be exactly double (or 1.5x, haven't decided yet, have to run the math) of the total division cap and will be used to replenish losses during wartime. Total division cap is already based on RL population distribution. To be exact, manpower now represents the amount of manpower in use by your nation. Therefore, as long as you have divisions active, some of your manpower will be always "in use." During wartime, you can replenish losses using the manpower, in addition to EP and IC per turn losses, and this will count as manpower "in use." When you have used up all of your total manpower, you will be unable to reinforce existing troops and will be at the wrong end of a war of attrition. Similarly, total use of manpower will have a devastating effect on what is left of your economy at that point, and you may even have to let women into factories or some other horrible event like that. Used manpower will remain used until you return to full peacetime status. During peacetime status, manpower usage will drop by 5 manpower points each turn. Obviously, this would drop until it reaches the point where your current amount of divisions already uses it.
Yeah, that's what I meant. Thanks.Well, for the first question it would depend on how many divisions you have and how much strength you've lost. If you are at 50% Army Strength and have 100 divisions and disband only one, it sure isn't going to be enough to bump you all the way back up to 100%. On the other hand if you disbanded 50 divisions in that scenario, then yeah, that would be enough to bring you back up to strength, but it wouldn't help your manpower.
I'll simplify the question. If you have a relatively narrow frontline that allows a single division or a couple of divisions to fight effectively without being overstretched or too crammed in. Let's say a single 100% division is fighting on that frontline against two 50% divisions (assume they're roughly equal doctrine- and technology wise). Which side, from your point of view, has the advantage?I think which option is better is really going to depend upon your strategic needs. All divisions do reinforce automatically to 100% in peacetime, so I'm assuming you're talking during a war. If you need to cover a lot of territory without simply stretching a single division across an entire border (never a good idea), under-strength divisions may be the way to go. Really, the best strategy in a total war would be to hit your division limit ASAP, and then from there use the rest of your manpower in reinforcing the units until you hit the manpower limit, and hope you've won the war before then.
No, I'm saying I'd be disappointed to see the answer being "such and such is always better." Which was something I was starting to suspect when the new system was announced.Omg are you saying there's an aspect of the rules where the benefits of choosing one option over another are unclear?