darth254
Posts: 17
Joined: 6/17/2019 Status: offline
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a maintenance system like Commander the Great War would have pretty far-reaching effects on things such as research capability, reinforcements, etc. Basically anything requiring production points would be impacted by it since maintenance is acting as a sink for production points. In Commander, the more you conquer, the more you can blow your army up in size since your production is going up as you expand and take more cities. Strategic Command opts for hard build limits instead. given, I did like the maintenance and manpower mechanics of Commander (despite some implementation issues, such as the Germans gaining manpower from convoys), but I think it's too late to expect it in this second generation of Strategic Command games. If you want a game with stacking ability, Darkest Hour has a WW1 scenario which allows stacking. if you're not familiar with Paradox games, it's not really turn-based but more akin to playing simultaneous Risk where if you move into a territory occupied by an opponent then combat ensues. Central Powers though are fairly OP in that scenario (it's winnable as the Allies/Entente, but if you simulate AI vs. AI, you should be seeing the Central Powers coming out on top pretty often, as Russia tends to get wrecked no matter what).
< Message edited by darth254 -- 6/26/2019 10:08:33 PM >
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