Revolt isn't scary enough, integration isn't valuable enough.

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    • Revolt isn't scary enough, integration isn't valuable enough.

      • Revolts
        • Revolts should result in the creation of enemy units and should be more likely, longer.
          • A revolting province should at least create a militia unit.
          • Were the revolting province to overpower a garrison, they should capture the garrison's equipment, resulting in the creation of a similar unit. Infantry destroyed? New Infantry Regiment created. Tank Regiment overwhelmed? New Tank Regiment.
            • As a consideration, maybe degrade the level of the captured unit, or in some cases the tech tree.
              • Infantry lvl 1 becomes militia. Mechanized lvl 1 becomes Motorized or just foot, ect ...

        • Revolt chances should remain a threat up till 50%.
      • Integration
        • This idea should be more controversial. But hear me out. :D
        • There is a very real law of diminishing returns on conquests in this game. As the game progresses towards end game, the chances that improving a territory will result in positive revenue decreases rapidly. I haven't done the math with any completeness, but what little quick and conservative math I did indicates to me that if you conquer a city after the first two weeks, building industry there is a resource loss.
          • It looks like it takes at least 32 days to make up the cost of fully upgrading a captured city, before one counts propaganda costs, and moral effects.
        • I propose a building that is only for territories that are not core.
          • it should only be buildable when moral is 100%.
            • some consideration might be given to the idea that it can only be built after the original owning country has been eliminated.
          • it should be more time expensive than resource expensive.
          • it should result in the territory becoming 'core', and all the resources can be harvested.
          • it should ALWAYS be destroyed when an enemy player takes the province.
        • the result should be a choice between building war production, or building civilian buildings.
          • the length of the time that it takes to build should be long enough that if a player needs to build armies faster, they shouldn't build this building.
          • the ultimate math of the situation should be that a player should gain resource value out of a province that has this building built before 66% (or there abouts) of the games completion.


      In reshaping the revolt mechanism in Call of War WWII, the emphasis on creating enemy units and extending the duration of revolts introduces a dynamic strategic element, forcing players to weigh the trade-offs of their decisions. This modification adds complexity to the tactical landscape, compelling commanders to make crucial choices between consolidating their gains and expanding further. The implementation of revolting provinces generating militia units and potentially capturing defeated garrisons' equipment injects a layer of unpredictability. This introduces a strategic dilemma, as players must decide whether to invest in second-tier garrison units for pacification or allocate their mainline forces to undertake the crucial task of quelling uprisings. Elevating the value of the militia unit by linking it directly to revolt dynamics enriches the gameplay, transforming what might have been a passive defensive force into a viable and valuable part of a player's military strategy.

      Furthermore, the proposed integration mechanic addresses the law of diminishing returns on conquests, forcing players to consider the long-term viability of their acquisitions. By introducing a building exclusive to non-core territories, contingent on 100% morale and potentially tied to the elimination of the original owning country, the game introduces a strategic choice. Players must carefully decide whether to invest time in building this structure, which transforms a territory into a 'core,' allowing the full exploitation of its resources. This strategic decision-making adds depth to the late-game phase, where players must balance the need for immediate military production with the long-term benefits of resource harvesting. The destruction of the building upon an enemy player's capture of the province adds a layer of risk, creating a dynamic where careful planning and execution are paramount. Ultimately, this system encourages players to engage in a thoughtful cost-benefit analysis, reinforcing the importance of strategic foresight in the pursuit of victory.