ericbabe
Posts: 11927
Joined: 3/23/2005 Status: offline
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The first big difference is that we've emphasized the military aspect of the game much more for Forge of Freedom -- there are many more ways of customizing your units: you can change their flags, buy new weapons, add "attributes" like sharpshooters or balloon scouts. We've gone down to the brigade level (COG was division-level) and we've increased the size of the battle map in detailed combat.... so battles tend to involve more units over a larger map. As pointed out above, other aspects of the game (diplomacy, trade, economy) have been simplified or streamlined. The second biggest difference is that we've made the complexity of the game customizable. The complexity of COG turned off a lot of potential customers. This wouldn't be apparent reading most of the posts on the COG forum -- which were by-and-large by people who liked the more complicated rules -- but in reading other game forums we came to the conclusion that many people didn't want to have to slug through a 200 page manual and have to deal with an economy the equations for which came from my macroeconomics textbook. In response to this, we've streamlined the economy and have added many game options. The Basic Rules are a very simple game, only a little more complicated than RISK; with all of the complicated rules turned on, FOF is perhaps even a little more complicated than COG. One comment on MrZ's post: we did eliminate depots, but in the Advanced Rules, but we added a "strategic supply" rating for brigades on the strategic level. In order to get resupplied, brigades must be able to trace supply lines back to friendly territory, either by sea (to an adjacent fleet), by land (to an adjacent friendly province), or by rail (to a friendly province up to two provinces away). So supply is still a very important concept in the Advanced Rules, but much of the bookkeeping of having to manage depots has been eliminated.
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