montesaurus
Posts: 489
Joined: 7/27/2003 Status: offline
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Just thought I would toss in a few responses and ideas also. I don't think foraging abitiltiy is out of line. If a player wants to expend points on this ability, then the counter is for his enemies to leave a reserve back home to counter these interlopers, plus buy an upgrade to improve their combat ability that gives an edge to them! I believe Kingmaker pointed out that foraging is so effective, because players tend to ingnore having a reserve to protect their homeland! That foraging unit if fighting out of supply vs an opponent in supply is going to lose! In large battles: I fought a battle with an ally, involving about 300K+ troops on both sides. All I had was one corp. Yet due to my being on the losing side I lost the same amount of morale points(500) as did my ally? Was this the intention of the designer? Seems unequitable! In regards to blockades, I think it works ok. There was no 100% chance that a blockade would prevent a fleet from escaping. Thus, a good reason to keep the intercept mode on your fleet also! Likewise a reserve in your home nation to prevent surprise invasions that sneak by! I've seen before that when I establish depot agreements, sometimes they don't work. Then my allies have to establish another one to make it work. That seems to be a bug. Empty containers can act as decoys, causing fleets to intercept them. Likewise it might be good to make the intercepting fleet attempt to automatically intercept the largest fleet, vs a container having just 1 ship in it. To further examine this issue, perhaps make troop transport fleets a priority in the "interception" category for who you try to intercept first! I agree with Kingmaker that fog of war is not effective enough. I've seen a tactic where players don't move their forces out of a nation that has defeated them. Thus that gives them the capability to spy on their victors, to pass on info to their allies! It is very easy to find out the exact strength, morale and advancements your opponent has in his individual divisions. This is probably too effective, and defeats the fog of war. Perhaps make it harder to discern strengths, than it is now. Maybe the advancment of "Scouting" could allow you to find out that information. Otherwise, I almost never see anyone purchase it as an advancment. If it would help with "spying" out your enemy forces, it would be worth purchasing! The cost to remove leaders should be increased. I'm not sure it should be based on his stars. To me it's more important to base it on his capabilities. I'd rather have a crappy 4 start general removed than an outstanding 1 star General that I can eventually get promoted! I want to know how the advancements will affect my forces, so I'm not wasting my points. Clarify and make sure the "colonial troops" advancement is working! It does'nt bother me that Irregulars have high morale. If you purchase them at the barracks then you should get the benefits. Those irregulars with low morale are levies, and thus should be low. Remember, irregulars are'nt going to fight as effectively as regular cavalry. Glory costs for breaking agreements/treaties/enforece peace agreements, etc should be higher. Likewise make the glory costs of sneak attacks higher! As a side note to this, by dow, and violating one's neutrality so as to move into your opponents territory: won't that allow the effect of a sneak attack without the glory point loss? Make insurrections much less effective, or better yet just eliminate them. Even if you make them less effective, by several nations ganging up on one guy, if you're able to get 10 diplomats in the minor you want to effect, eventually it will happen! So, perhaps lower the effectiveness of insurrection/coup, PLUS only allow 1 attempt per turn by all attempting nations! After, all how could there be more than 1 attempted coup at a time, and if there is who is that nation going to go with! In regards to Patriotism advancment? I presume it works even when someone else controls the province, right? Also, in regards to UCI! The manual states the uci will go down every turn by 1. This is'nt how it works. It goes down by 1 every other turn. This makes it very hard to get your uci under control, especially those nations who have a high uci to start with! In one game that I'm playing France, I've been at war for a long time, and had to build many units. Now the uci is so high, it's unrealistice to think I'll be able to build more Guard or Diplomats. I think this could be corrected by making the uci work as the manual states! To go down by one every turn. That should also be going down by one, even if you build a unit also! You should be allowed to "disband" diplomats as you can other divisions/armies/corps/fleets etc. Some diplomats are so crappy thats it's real annoying to have to spend $35 to maintain them. Esecially for poor nations like Prussia and Sweden! Thats all I can think of right now, but will add more to this message as I think of them!
< Message edited by montesaurus -- 9/21/2010 5:26:09 PM >
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montesaurus French Player in Going Again II 1792
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