Black Guardian wrote:
We have to think about the consequences for the other technology-fields. If we add 4 kinds of Infantry for each major doctrine path we have to re-script all other techs influencing infantry stats (Weaponry, Gear, etc.)
If we use events, we have to write one for every technology (using sophisticated triggers we can minimize the number of events required)
The question is, which one is easier, more convenient and disrupts the playability least.
Probably the tech-solution, on the other hand people would ask why we have "Inf: SA + 0,5" displayed 4 times.
Furthermore, it all makes the doctrine-switching much less convenient (regardless of wether using tech or events to bring the units into their respective shape). Thus, the question arises: Disable doctrine-change at all?
I think at least for the first releases, it has a low priority anyway - so, disabling them is not hard, changing the code in later releases is also not that hard, if we ever want to approach this problem. Until then, everyone sticks to his school of thinking.
I´m also leaning towards the event-based solution since I´ve already seen similar, working solutions on other mods - and most importantly because it keeps things simpler and more universal - diversity in units without a good reason is not a good thing in my books.
I´ve had my doubts towards the goal of changing doctrines as well. If and when (hopefully) Paradox decides to alter the way different techs affect unit stats we can easily re-implement the original approach, but for now restricting the AI and player countries to one doctrine path seems like a good starting point. Since the first version of the modified vanilla land doctrine stats are ready, all we need now is the events to activate the modified unit stats and we can finally start playtesting.