A problem averted!
Good news and bad! First, the bad. This game is too easily reduced to a simple beatdown. Well...correction. This game WAS too easily reduced to a simple beatdown.
True, it IS a wargame, and wargames are (and should be) about well...war, BUT....it's also a wargame with a lot of finer elements in it that will be utterly LOST if we make it too easy to simply rush your opponents.
That has been a problem in every 4x game that I have ever played. This isn't a 4x game YET, but it'll eventually grow to be one. Better that we nip the beatdown problem in the bud at the outset.
As we played (and yes, we played ALL NIGHT! LOL), we discovered a variety of ways to tame the beatdown beast, and those methodologies will be introduced into the core rules shortly, but I also wanted to post them here to foster discussion on them.
The design is in place, and it's a good one, but if anyone testing with me can think of reasons why these controls ought not be put in place, or has alternatives to propose, now's the time to suggest them!
So....thus far, here's what my group came up with to handle the beatdown game:
1) (computer version only) - Upkeep on troops increased to 2g each--doubled. This should put a brake on having REALLY huge armies.
2) Controlling the Merc. Population - Change the ruling so that you can never have more mercs. in a territory you control than you have "regular" troops. If you do, your troops get booted out, the Mercs take the province and it reverts to neutrality. If you want it back, you gotta beat the mercs AND the default neutral territory defenders (note - this should REALLY strengthen the pull of the Espionage techs!)
3) Limit per turn expenditures on new units/barracks to 50% of your total income.
Thoughts and other suggestions?
-=Vel=-
(I'm going to go ahead and put these changes in, but will modify them further pending discussion and other ideas)
Good news and bad! First, the bad. This game is too easily reduced to a simple beatdown. Well...correction. This game WAS too easily reduced to a simple beatdown.
True, it IS a wargame, and wargames are (and should be) about well...war, BUT....it's also a wargame with a lot of finer elements in it that will be utterly LOST if we make it too easy to simply rush your opponents.
That has been a problem in every 4x game that I have ever played. This isn't a 4x game YET, but it'll eventually grow to be one. Better that we nip the beatdown problem in the bud at the outset.
As we played (and yes, we played ALL NIGHT! LOL), we discovered a variety of ways to tame the beatdown beast, and those methodologies will be introduced into the core rules shortly, but I also wanted to post them here to foster discussion on them.
The design is in place, and it's a good one, but if anyone testing with me can think of reasons why these controls ought not be put in place, or has alternatives to propose, now's the time to suggest them!
So....thus far, here's what my group came up with to handle the beatdown game:
1) (computer version only) - Upkeep on troops increased to 2g each--doubled. This should put a brake on having REALLY huge armies.
2) Controlling the Merc. Population - Change the ruling so that you can never have more mercs. in a territory you control than you have "regular" troops. If you do, your troops get booted out, the Mercs take the province and it reverts to neutrality. If you want it back, you gotta beat the mercs AND the default neutral territory defenders (note - this should REALLY strengthen the pull of the Espionage techs!)
3) Limit per turn expenditures on new units/barracks to 50% of your total income.
Thoughts and other suggestions?
-=Vel=-
(I'm going to go ahead and put these changes in, but will modify them further pending discussion and other ideas)
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