Vaarna_Aarne
Notorious Internet Vandal
Yea, it's a particular topic where simulationism fails. WE know how tanks are supposed to work, in the late 20's and early 30's and to a lesser degree until mid 40's it was whatever goes. Hindsight will make it that there is no sense in having deadend deviations from the path to the main battle tank, or simplifying them to just being stages in a linear progression (like, hey, I'm happy seeing the stupid T-35 on the map as much as anyone, but it's really just there for fanservice like all the historical models for equipment are at the end of the day).Another thing is that by providing data that is both precise and that has the benefit of hindsight, it means that the numerous stabs in the dark that were made before and during the war will never ever happen because the player can see they simply don't work. Good examples would be the interwar multi-turreted tanks, Japanese superheavy battleships (the then unknown obsolescence of battleships in turn ties to the wider problem of WW2 games that if you'd actually make it realistic but still give players wide freedom to deviate, the only winning move is not to play; or because of realism you'd have no choice but to go to war because it was an ideological inevitability of nazism and Japanese fascism), and Porsche's catastrophic electric drive train.
There's already other problems that arise in not representing severe structural weaknesses, like in case of Germany fundamental problems in relation to mass production (just taking a look at a photograph of a Tiger being assembled after a photo of a T-34 or Sherman assembly line should give someone plenty of "WHY IS EVERYTHING SO WRONG" pointers with the Tiger production) and the general chaos and rivalries in upper echelons of military command and government. Also having Göring tell you fucking lies all the time.
Absolutely. One of the things that gives the early war its charm is the lack of convergent evolution which made forces more distinct and unique. In HoI4, conversely, the game encourages you to skip light tank development as much as possible and, in fact, if I recall correctly there even is a German focus that allows you to skip light tanks altogether. What initially seems like a bit of harmless pandering to treadheads ends up having a harmful effect on the game as a strategic-level experience. Many such cases!
BICE goes overboard with specific models, and IMO it highlights the problem with their air tech trees. You basically skip 90% of their giant ass trees because you actually just need about two to six techs to get an optimal air force. With Japan this again draws attention to a historical reality that then gets ignored, which is how venomous the relationship between IJA and IJN was and how that resulted in a huge level of waste when both wanted their own air forces.
Embracing gameism instead of simulationism and focusing tank etc research on divergences would possibly make for more interesting outcomes. This is only really present in the game as Tungsten vs Chromium surplus for picking between Heavy and Medium tanks, though that too has the whole problem that you only get into a specific unit if you have a huge number of factories (this is more of a problem of the scale the game uses). You could also in general add in considerations for the kind of issues tank design during the war ran into, whether it be American need for their tanks to be shipped and supplied over vast sea distances, or possible detriments like IJA high command's old guard opposition to mechanized warfare or German high command's insistence on artisanal tanks, or mixed bags like the deluge of variants with the Germans.
(PS: Light Tanks do have some value as a Motorized division template's support element, they're a relatively cheap way to get Breakthrough and they allow trucks to maintain full speed)