This is not normal at all. I never played a single strategy game in which a resource was infinite at *normal* difficulty level. Because let's be honest, it is. I wouldn't say I'm a casual player but I can't be bothered with exploits and usually roleplay with less than optimal traits and units. I don't like min-maxing at all, and still, prestige became irrelevant after two missions in the SCW. Sure, you can tweak (a lot of) stuff and kinda make it relevant again. But it should be the other way around: *normal* difficulty should come with some degree of scarcity - that's the point of having resources in a game. And then there could be options to alter the balance in one way or the other. It make no sense for the *standard* economic balance to be like this: really, what game is designed in a way the player need to increase the difficulty level in order to have resources working as resources? I can't think of any. And it actually isn't newbie-friendly: the first time I played the game, normal difficulty, no special options - like any newbie would probably play - I was under the impression that the only resource in the game mattered a bit, so I tried to save prestige by not using elite reinforcements and detached some units to occupy cities to gain more. That's simply the wrong way to play, so as a new player the game actually tricked me.George_Parr wrote: ↑Sun Aug 15, 2021 2:45 pmYou are operating from the opinion that prestige is infinite for everyone. That's simply not true at all. Prestige is set in such a way that no one is left behind. That means that those who are really good at playing the game need to set the rules according to how they want to play, while those who are new, not particularly good at the game, or simply too casual of a player to make things run well, still have a chance to succeed. That is completely normal for the majority of strategy games you can find. Games are never balanced to fit to those who are really good at it, they are balanced so regular players don't rage quit.Xenos wrote: ↑Sun Aug 15, 2021 1:20 pmThe problem with prestige is that it makes casualties irrelevant. So in some ways it win battles. Logically, the idea would be that if I, as a general, keep losing men and equipment in droves I would quickly lose High Command trust and wouldn't be able to ask for more reinforcements. Indeed, it makes no sense to give stuff to the very guy who just wastes it. This isn't the case in the game because prestige is infinite. So that's a whole historical, I would say fundamental aspect of warfare removed from the game. Think of Operation Mercury, the battle of Crete. Germany won, but it took so many casualties that the Fallschirmjäger couldn't be employed in any other large-scale operation for the rest of the war. In PzCII terms, something like that can't happen: even if every single one of your paratrooper units is reduced to 1 strength, you can just press a button, spend a bottomless resource and have them battle-worthy the very next turn. With undiminished experience to boot.
I mean, the game is a beer & pretzel wargame and we all know that, it's not like I'm asking for Gary Grigsby's level of simulation. But casualties being meaningless is very clearly a problem.
Maybe some more tools could be added to influence all the settings, it's not like it would be impossible to adjust the level of prestige you can gain on a scale. Though PC2 in general is already overflowing with options you can set.
Besides, reinforcements were send where they were necessary to accomplish the stated goals. Stalingrad got an endless stream of them, even though soldiers where dying in droves. And while that wasn't the fault of Paulus, it still is proof that soldiers went where the leaders wanted to see success. It's not like you had many leaders who constantly drained their manpower. For the most part, casualties often rose among those units which were particularly good, as they were constantly pushed into important battles.
Now, I was playing Battlefleet Gothic II the other day. The game has a lot of customization options you can set before starting a campaign. You can disable the time limit and AI attacks, so making major mechanics of the game - time management and fleet positioning - completely irrelevant. That's good, maybe some player want to play a very relaxed campaign or whatever. But if you just pick normal and don't look at the options screen, then the mechanic is still there. Because that's, well, the normal way to play. It's expected that you, as an admiral, don't sit on your hands in a war zone, just like it should be expected that you, as a general, couldn't have unbound influence on High Command. It should be the same with PzCII.
And obviously, it's about *wasting* manpower, so reporting a lot more casualties than High Command expected for that specific operation.