And now to the main point of this post, some early outlines for Land Doctrine tree.
When considering the overall design philosophy behind HoI 3 land doctrine system, I once again find some things that I like and some that I don't. The way of giving players freedom of action to customize the national doctrines by researching whatever they seem appropriate is definitively good and something we should IMO seek to maintain in the mod as well. Now, what I do not like about this approach is the way it does away with the earlier major differences between major countries and their various and sometimes completely opposite looks to warfare. When every kind of doctrine gives some kind of bonus, the sole strategic choice the player is left with is a watered-down quest for ultimate land doctrine tech combo that will provide the "best" combat events and/or morale and doctrine.
What I have in mind is a land doctrine tech tree that retains part of the freedom of choice of vanilla HoI 3 while re-introducing the differences between major doctrinal schools of the time period. Doctrines can (and should) have much more effect than just plainly increasing Org/Mor and the likelihood of certain combat event. They should have effect on the actual stats of units, affecting to several factors from combat events to different modifiers. Doctrines are also very much political matters. If we can have tech as requirement for laws, we could also create a system where certain doctrine techs are required for certain kind of conscription laws or training systems. The possibilities of internal relations between doctrines, laws and tech doesn't end here, and in this field we really should fully research the capabilities of HoI 3 since it seems that there is a possibility for a system where technology development goes hand-in-hand with doctrinal changes.
Most importantly doctrines should have effects that are counterbalancing other doctrines with different views. Researching doctrines that emphasize completely opposite approaches to a certain situation, such as rigid centralized command system-doctrine vs. low-level initiative and mission-based tactics-doctrine should not simply provide various bonuses from both techs, but instead a situation where the two techs largely negate one another's pros and cons on certain fields. Player can still research different doctrines freely, but focusing strongly on certain path should still bring more benefits than being jack of all trades, master of none.
Graphically I prefer the vanilla Naval Tech Tree approach, where each major doctrinal school with their researchable techs forms a column, with following techs forming another column below like this:
Large Front
* Deep Operations Theory
* Centralized Operational Level Organization
* Large Formations SOP
* Breakthrough Priority
* *
Mechanized Wave
Massed Armor
Infantry Motorization
Fire Destruction
Now to the actual layout of the tech tree. I´m planning to use 5 major doctrine columns, with additional room for C3I Systems and Low-Intensity Conflict techs:
Superior Firepower * Grand Battle Plan * Large Front * Spearhead * Light Infantry
Superior Firepower: American-styled doctrine. Focuses on firepower and develops from early infantry-focus to emphasize decentralized command structure, regimental-level combat with combined arms and mobile firepower, later on expanding the combined arms approach to battalion level as well. Will emphasize infantry motorization and mechanization very early on.
Grand Battle Plan: French and British-styled doctrine. Focuses on firepower and starts with defensive mindset promoting infantry, fixed fortifications and focus on artillery firepower based on a centralized command system. Will later on utilize combined arms approach as well, especially for armor and mechanized units, but won't stress for total mechanization or even motorization of infantry. Will instead divide the armed forces to a triangular structure where a conscript and reserve force is used for home defense while smaller mechanized core is retained for counterattacks and a lightly equipped, well-trained mobile units are used for overseas deployment.
Large Front: Soviet-style doctrine. Focuses on mobility, starts with offensive mindset with focus on centralized command structure, large infantry forces, artillery firepower and combined arms approach. Will later on focus on mechanized warfare, emphasizing combined arms mechanized warfare with tanks, mechanized infantry and self-propelled artillery. Is late to utilize infantry motorization, but will later on press for nearly-complete infantry motorization.
Spearhead: German-styled doctrine. Focuses on mobility, starts with offensive mindset with focus on low-level initiative, armored spearhead tactics and combined arms combat. Will later on emphasize battalion-level combined arms combat. Early promoter of infantry motorization, but unlikely to fully motorize infantry forces.
Light Infantry: Infantry-focused doctrine of smaller conventional armies, Chinese factions and Japan. Focuses on mobility, emphasizing light infantry tactics based on the usage of terrain. Will only later on utilize combined arms approach and will only press for partial motorization of infantry.
Stats-wise all doctrine paths will develop along the general Cold War-era trend of gradual motorization of conventional armies. Another key phenomena will be the chancing role of conventional forces during Cold War conflicts, portrayed through the Low-Intensity Conflict tech tree. The key point here is that the more the conventional army is focused on counter-insurgency warfare, the less well its prepared and equipped for the needs of mechanized warfare that will most likely define WWIII-styled military conflict between the major alliances. As the expenses of military upkeep will rise through the mod, during the Cold War years player will be hard-pressed to decide whether they will use conventional armies for counter-insurgency duties or not.
This is just an early outline of what I have in mind and all feedback is, as always, appreciated.