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There is also an overstacking penalty. Having too many troops on a small front will result in less land being taken upon winning a battle. This is particularly annoying because the AI always overstacks. I assume the overstacking penalty was put in place so Russia and Great Qing don't roll over everyone with superior numbers.
This just doesn't appear to actually be functioning properly. How does a battle take 8 weeks when outnumbered 20 to 1, and yet the massive weight of numbers on one side still results in crazy outnumbered fights against the weaker side?
So basically remove the one historical advantage either of these two powers had in war?
https://steamcommunity.com/sharedfiles/filedetails/?id=2882620591
It's basically the same as hoI4, except players have no direct control, so it's an automatic/spread out frontline, sometimes you engage with more, sometimes you engage with less, if your troops are good enough they should have no problems though, and defense is always easier than attack (unless the generals are of very different quality).
Also, there's this thing called combat width, even the archaic Paradox systems similar to EU had it, you can send a 600k troops doomstack to an area with bad infrastructure and/or terrain, but, at most, 10k men are going to be fighting at any given time.
By the way, of all the things broken at Imperator's Rome release, like mana, lack of features, blandness, the spammy trade system, etc... Loyalty wasn't one of them, that was one of the things the game got right from the start, and one of it's best features as generals could act on their own if they got too powerful and/or the player screwed up.
There are clearly some serious issues with the system at the moment but I think part of the problem is a result of people thinking that war really has been 'removed', dumbed down or just reduced to 'my army is bigger thanh yours'. Some folks remain in defiant denial that there is any kind of logistics in this game and also that there is any sophistication in the new system. They're just borked and not as transparent as they should be. Unfortiunately, anger and rage speaks with more authority than does knowledge and reason on these boards.
in HoI4 you can make one huge frontline to stop the enemy, which works exactly like the vic3 system, but you could also overlap that frontline with another one, with the same number of soldiers, but smaller, to push through a specific area while the rest holds a wider area for them, this, unless you consider giving a ton of battalions for a single general (so he can apply all of his mad bonuses to a larger number of soldiers to push through) is something you cannot do in vic3.
What you can do, however, is leave your wide frontline holding back the enemy and then create naval invasions with extra armies to flank around them, if you have big enough navies to transport your armies, creating several frontlines and forcing the enemy to pick the which ones they will reinforce, chances are they won't be able to equally defend them all, one of them is going to create a weak spot and/or have a ♥♥♥♥ general, hell, if you open too many frontlines sometimes they can't even defend some of them at all, leaving their backs wide open for conquest.
All these things don't matter when you get a bad roll. I saw many situations when attacker and defender has similar amount of troops, but defender better equipment/traits and defender would still lose because of RNG.
Enjoy 10vs2 dice roll.
I hated dice rolls (0-9) in V2, it was the worst part of warfare in that game, but here it's even worse.
In vic3 RNG plays a role, but unlike the old model wars are not over from a single battle, having one bad roll won't collapse your entire frontline all the way back to the capital, in battles between big states you'll probably have to fight dozens if not hundreds of battles spread out accross multiple frontlines, so the effects of RNG get dilluted.
Also, the numbers of troops on either side are based on a % of the total, so a huge army, even with a terrible roll will always outnumber a smaller army.
Ofc I heard infrastructure also plays a huge role on this but I haven't checked the exact math/mechanics behind it so I won't comment on that.
Still, I don't see what people are complining about, if anything I find the system to be far too predictable as I haven't lost any wars unless I derp and try to take on a huge army, like France, before I even get to superpower status.
Just by having competent generals, decent military equipment, enough convoys to keep your population and army restocked you should be winning basically everything, I mean.
However, there are some (thankfully relatively easy to fix) flaws with the system in this game. For one, incredibly inadequate documentation. People on Reddit had to dig through the files, algorithms, and modifiers of the game data to even comprehend the system and the influences in everything.