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It lets you enlist the same large number of conscripts as National Militia but does not limit the size of your standing army, and all these conscripts are assigned under Generals as needed. Mass Conscription becomes available once you have unlocked the Society “tech” Nationalism. It’s the model of choice for countries who want to focus on homeland defense, or countries desiring to democratize the military and limit the power of the Armed Forces. These conscripted troops cannot be mobilized and are therefore automatically assigned to their local garrisons, unavailable to Generals to use to advance Fronts. The National Militia model limits your standing army and Power Projection in much the same way as Peasant Levies, but permits you to conscript a large part of your population into a well-rounded national defense force if needed. Conscripted Battalions can also take a long time to organize, and provide no Power Projection that affects the country’s Prestige. This model is cheap to maintain during peacetime but can get very expensive (particularly in lives) during war. Instead the country may raise large numbers of conscripted levies of irregulars during wartime, led by Officers originating from the aristocracy. Under a Peasant Levy model, a permanent military force supported by Barracks is non-existent or minimal in size. We currently have four Army Models planned:
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Your country’s Army Model is a type of Law that governs who makes up your military and how they are organized. With that said, let’s dig into the details. Once you have hurt your enemy enough you might accept a consolation prize and sign a truce, knowing you will recover better over the next five years than they will. If war was an all-or-nothing affair this would not be an issue, but in Victoria 3 wars rarely result in one side getting everything they asked for (as we will learn more about next week, when we cover the Peace Deals system).
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It also means that it’s a skill to know when to stop. But if neither party truly desires a war, no matter the power discrepancy between them, that’s when the Diplomatic Play intimidation game to see who blinks first can become real and tense. If war was a cost-effective way both of increasing your power and decreasing your enemy’s power, diplomacy would be relegated to nothing but faux formalities before fighting begins. A big reason for making wars approach the real-life cost is to encourage the player to think hard about the opportunity cost of war - that is, what you’re missing out on by spending your resources on war instead of something else - and incentivize solving your diplomatic conflicts before war breaks out. The intention here is not only to give the player a lot of economic levers to pull to prepare their country for war, although that is certainly part of it.
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This includes letting players and Pops profit off of wars employ economic tools such as trade disruptions to gain military leverage encourage upgrading not only your military but also industrial output to match reform your Laws to fit your military to your economy ensure your Infrastructure is sufficient to maintain your country while at war and invest in medical corps and medicine to treat your population traumatized by the frontlines. In Victoria 3 we aim to take this to the next level by modelling the truly astronomical, often lasting expenses of war in the economic system. A few games even encourage you to peace-out of wars that are so costly your treasury can’t bear the expense for as long as it takes to win, even if you still have armies left standing. Most strategy games impose a cost for creating military units, some have upkeep costs, and even in Pop-less Paradox GSGs a metric such as a Manpower pool often has to be regenerated in order to replenish damaged units. That war costs substantial money and resources is hardly a novel concept. If you’re just tuning in now, we have previously covered The Concept of War, Fronts and Generals, and Navies and Admirals which introduces many of the core concepts fleshed out in this diary. Today marks the final entry in our 4-part overview of the warfare mechanics of Victoria 3.
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