Marshal Villars -> ENFORCED PEACE DISCUSSION THREAD (9/9/2009 4:33:16 PM)
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Just as the "Quick Surrender Discussion Thread" I have just put up, this is the "Enforced Peace Discussion Thread". Its purpose is to discuss all of the advantages and disadvantages of the enforced peace following wars in CoG:EE and perhaps develop "better" solutions, recognizing that CoG:EE has already managed to spark the imagination and fascination of all the people who have posted in this forum for the last year, while working to develop an option/options which reduce room for any abuse in PBEM mode or single player mode. Having said that, I believe one loophole/problem with the current 18 month SOLID enforced peace in CoG:EE in which the model dramatically departed from reality was graphically demonstrated in a PBEM in which I am currently playing France. Britain had been at war with France for over a year, and as it seemed that Prussia was contemplating a declaration of war on France which would embroil me in a war against two powers, I decided to surrender to Britain before Prussia had a chance to declare war on me and ally with Britain--in the process making it impossible to surrender to just one of the two. I submitted my turn, hoping I could beat the Prussian alliance to Britain and the declaration of war to the punch. When the turn's results came back, I discovered that I had everything had gone as planned and that Prussia now stood between France, and her powerful Russian ally. British troops would not be able to fight me for 18 months, but they would be available against other nations allied to me. Additionally, in the mean time I would have access through British German protectorates by violating their neutrality so I could potentially launch my campaign against Prussia. Just to let you know, it is my basic design philosophy that in any psychological model, there be no "hard limits". That is, there is nothing magical about 18 months which makes people not declare war in month 17, but they can feel free to plunge in on day one of 18 months. However, please note that many games which model the era use such methods (such as the famous Empires in Arms), so it is not a weakness of the WCS model I am calling out here. What I am doing is saying it is time for somewhat of a revolution in computer games dealing with grand strategy, and CoG:EE seems to be the perfect system to do it with. The fact that the German army was reconsidering remobilizing against France after the war of 1870/71 when it appeared that France might not comply with some of the terms of the treaty imposed on it struck me as very interesting--though it is also interesting that Bismark allowed the French to increase army numbers over those agreed to in the treaty after Prussia realized that without an army, France was at risk of collapsing into revolution as a people who had felt they had been let down by the government took to the streets and almost toppled the government. Just recently, I had foreseen such issues as developed between France, Prussia, Great Britain, and Russia, and had started to develop the notion that nations should be able to go to war again whenever they like...not when they get a green light. In the example above, Britain, though it had not declared an alliance with Prussia, may feel that Prussia is a key element in their foreign policy and must be saved at all costs in the face of a combined French and Russian attack which could have taken place at any time. Other examples include the OPTION A: Currently players can mouse over the relations strip above the control panel where they are told PRECISELY how many game turns of enforced peace remain before they can go to war again. I recommend that instead of displaying how many months remain that the display now show how many glory and national morale points a new declaration of war will cost if war is declared anew that turn. On the turn immediately following the surrender, this may be 500 glory points with a 150 cost in national morale. The following turn the cost could drop to 450 glory and 130 national morale. These costs would continue to drop each turn, until by turn 18, they would be zero. This would allow the player to decide on the risk/reward analysis. If the losing power violated the neutrality of the power dictating the peace, these costs would immediately go to zero. OPTION B: There is an enforced peace as there currently is. The enforced peace is cancelled, allowing the winning power to declare war on the losing power again IF any one of the following conditions are met: 1. If the losing power violates the neutrality of the winning power(s) or their protectorates (however, another variation may allow for violation of protectorate neutrality) 2. If the losing power declares war on any major nation or on any minor nation. OPTION C: A mix of Options A and B I would be interested in hearing player's thoughts on this issue.
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