The "Complex" - - - - - - - - - - - - - Prior to WW7, the Dominion used the "Collective System" Each collective was a unit about the size of an entire nation. It had its own mobile Industry, resource harvesting infrastructure, air force, ground forces, navy, and a small orbital strike group. It was dubbed "A Nation on the March" as each one alone could rival most nations in terms of military strength and production capabilities, which are then supported by the homeland, and other Collectives. These Collectives could quickly mobilize, and move to establish themselves in a new land almost immediately due to the logistical and technological marvels of the Dominion(which I wish I had more time to show more detail on) These Collectives could be moved around, and support each other in the field. With the thought of battling over entire planets in mind. But it was still huge, resource hungry, and slow compared to other smaller units. So with the rise of the Phoenix Council, the Collective System was replaced with the 'Complex System" Each complex being a mini collective, but still holding the military and production capability to fight on its own for a long time while being more mobile, and provide support for other Complexes in the field. It is effectively a 24rd century revamp of Napoleon's Core System, but scaled up to match the times. After much thought, and mild testing, I believe this system can be implemented in RON..... _________________________ The state of RON rn, is atrocious. RNG basically decides who wins, early game is dominated by tank spammers you are powerless to stop, and late game dominated by UltraKill style forever wars. There is almost no strategy involved, stats rule, and the doctrines are very restrictive. But you just gotta be creative.... We must adapt, and innovate tactics and strategy. This "Complex System" may be a clever way to do so if done right. These Complexes, would in theory, contain their own groups for Tanks, Infantry, Support, and Air. Each group would have its own leader specialized to the units it commands. A small, mobile army full of a diverse set of units capable of supporting each other. While also supporting other Complexes in the field. Instead of just one set of leaders, you have dozens that can be trained and upgraded. By doing this, you can give offensive leaders defensive stats. And vise versa. If you pick static lines, you can upgrade them to have attack stats and balance it. When moving, you would keep the complex in a cohesive formation to keep it organized, but keep the units within supporting distance of each other. Tanks in position to flank enemy units attacking your static infantry, reserves to send to units about to die, artillery and anti-air safe guarded by ground units, bombarding the enemy and causing heck for enemy aircraft. While your own aircraft intervene in units under attack, and take out their airforce. If needed, units from other Complexes can move to aid other Complexes. _________________ Heck, the same could be done with navy. Most people create navy stacks, but this can cause you to lose valuable units like aircraft carriers if a enemy sub lasts long enough to take it down. Instead, you should great small destroyer stacks, and have them surround the capital ships and protect it. Even if these stacks are defeated, it can buy time for your valuable capitals to escape. Using the "hold formation" option, they can hold this formation on the moves. You may as well use actually navel tactics, including having AIRCRAFT ON YOUR AIRCRAFT CARRIERS, which not many people do. But if you can have a sizable fleet of attackers, you can coordinate them with your ships and snipe enemy ships, or attack strong units on land from sea. On the note of navy. I also know a way to create proper blockades. You would create a path for your ships along the blockade line, and just repeat it over and over. Then the ships will follow it repeatedly. This means your ships can automatically patrol sea routes, but for a limited time. _____________________________________________ Other underrated features you can take advantage of, are capture zones. Usually used to quickly access important cities, I have found they can be used to create pre-war plans. You can add enemy cities to a capture zone, thus you can create "phases" of land you want to take. Thus helping prevent your forces overextend themselves with autocapture, and take enemy ground bite-and-hold.
This system is basically creating a proper-oraginzed military. You are creating a layered adaptable structure. With leader stats, specialized training, and doctrines, you can balance or even excel in all fields. Instead of being forced to choose between infantry defense or tank spam. Instead you use both. In real life, tanks and other units coordinate in operations, it's not a rock paper scissors game. But it is rather costly. You must have the resources and industry to support it, money to pay for it and train units, and the level of micromanaging, even with the work around shown here, can be insane. Small nations may not be able to replicate it very well, while big nations might be overwhelmed by the task at hand. If your playing in Europe, you might not even have enough time to organize it in time. Obviously this system has much room for development and improvement. So I plan to test it in a public server(instead of the tutorial world I tested it in) And will continue experimenting with it. I would most likely have to play as >Japan >South Africa >China >Germany >Vietnam >Turkey >USA >Russia >Australia Basically "get rich fast" countries. Specifically ones with plenty of resources, since dealing with the trade system is equally horrendous. Wish me luck-