xBoroNx
Posts: 404
Joined: 12/8/2007 Status: offline
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Currently my idea regarding revolutions is to try to model an abstract and very light economy. There will be a couple of producing locations, similiar to the GPW-Scenario. Some will build only supply, some only pp, some only ships, some troops and some artillery/tanks. PP i will simply abstractly use as a common good. You use it to buy research, you can send pp to some of your allies and they will also be consumer goods. Every month (3 or 4 turns, not decided yet if i chose 1 week turns or 10 day turns) you will get 4 action cards then which cost variable pp: no consumer good production 0 pp. This will greatly increase a revolution counter game variable though. Limited consumer goods. This will cost some pp and somewhat increase the revolution counter. Normal amount of consumer goods. Will cost more pp then the limited consumer goods card, no changes to the revolution counter. And then one for excess consumer goods, which will cost a lot of pp but somewhat reduce the revolution counter. Furthermore i have to check in detail the unit options, i currently think that it might be possible to make a setting that always if a unit dies a regime counter is increased by 1. If this should indeed work as i think then based on casualities the revolution counter will also rise. If this doesn't work as i think i can use a simpler method via victory points giving every country victory points for cities and then events can check based on vp how good/bad a country currently does and trigger revolution counter increases once a country is in trouble, e.g. if russia has lost warsaw, riga etc. it will have lost x vp, enough to trigger revolution counter events. All in all this is inspired by Toms Great War scenario revolution mechanic, i just plan to make it more detailed and a bit more complex. Also somewhat related to this are those ideas i have: -Trade: Germany and GB will get some far sea hexes which will produce tradegoods for them (supply and pp). Then the other side can try to interdict them with ships, thus giving germany incentive for sub war and the brits to try to blockade germany. I think AT is flexible enough that this can be handled directly by the game instead of abstractly via action cards :). Also the Usa will have to ship their stuff to europe. -Units: You can specify that building a unit changes a game/regime variable like e.g. manpower. WAW is a good example for that. My plan there is that troops need MP and heavy stuff like tanks or ships need steel or raw materials or however i will call this then. Manpower you get some starting manpower then and every year an increase for the drafting of this years men. Similiar with steel probably. There will also be dealt 2-3 action cards each year from which you can use one, at the cost of an increase in the revolution counter you can draw additional recruits then.
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