Daniel Jax
Posts: 4
Joined: 6/24/2005 Status: offline
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Well people here's my thoughts. Rules not implemented 1. Forced march This is an important one. Due to the forage losses it inevitably causes it is only used in emergency but when it’s needed, it’s needed (the French double move for instance). Would like to see this one if not in the first release then at least in v 1.1 2. Defender retirement into the city (but you can choose to be in or out in your turn) Not a real big, can live with it as it is set up. 3. Naval pursuit (Losers are retreated to a port by the computer. Winners stay in the location of the combat.) Mmmm. In the case where, say, the English fleet is defeated by the French (+ allies) in preparation for an invasion it will now be impossible for the anti-British forces to bottle up the Brit fleet with a blockade. But the Brits always had the option of retreating to a sea area if they preferred… Changes things but I don’t think it greatly unbalances the game, will just require an adjustment of the strategies used. It does mean that a Brit fleet is very unlikely to ever be caught in port and destroyed if the city is taken. All in all I’d say it advantages the Brits. But see No. 7 below. No problem with it as it stands. 4. Besieged port city supply Makes Istanbul more vulnerable now as they won’t be able to sea supply from across the Hellespont when besieged. Also means the Brits will have to be careful about where they land forces on the mainland. Without besieged supply they’ll be more vulnerable. Spanish suffer as well in the case of relying on British sea supply in the face of the French. (although it seems this is not possible without lending forces to another player, see 29 below). But all up I’d say can wait for the v 1.1 on this one too. 5. Corps on loan (the peace treaty term) not a biggy but would still be nice to have at some point. 6. Besieger assault for minor power (major powers can) Means that good corps have to be left behind for sieges. That, or minor corps can be left for long sieges. Again not a biggy but a bit of a nuisance for those who tend to use a lot of minor corps (eg: France) Wait for the patch 7. British change to VPs I believe some people asked what the situation was in the case of no outright winner. It depends on this. Without a British default victory this is not a big thing, with it: well, if I was a regular Brit player I’d be pissed. But I like playing the Turks and Spanish 8. Bidding for countries [game facilitates adding the final bids in, but not the process] Well if the game facilitates putting the bids in then no problem whatsoever. Just do the bidding by email (or FtF or whatever) before the game and then go for it. Might want to include the rules for bidding in the game manual though as the amount of VPs paid for a country can be a major factor in determining the winner. 9. Other campaigns and scenarios (only the grand campaign is implemented in v1) Grand Campaign is enough to start with. Obviously everyone will want more scenarios available eventually. But if you want a shorter scenario play for fewer years and work out the winner on percentages. 10. Scuttling of ships I assume that it can still be done as a peace term and that this only refers to voluntary scuttling. Have never seen it happen. Not a problem. 11. Demobilizing As 10 above. 12. Repatriating a neutral garrison in a siege Bit messy and I can see that it will be open to abuses (supposed ‘neutral’ garrisons in towns stopping a 3rd party from gaining entry) Might be better in the original. Just make 'em vanish and re-appear in the capital. Not realistic but hey, it's a game. Optional rules not available in game 13. Militia conversion This optional rule always disadvantaged the Prussians and we’ve always played without it. 14. Large fleets So large fleets can move up to a full 7 areas. Advantages those with large fleets. The Brits basically. Makes up for some of their losses. 15. Limited supply This is an important one, would like to see it in the original release. Without it it makes poorer nations more able to supply big stacks & supply lines less vulnerable. 16. New political combinations such as Kingdoms of Italy, Westphalia, Bavaria, Two Sicilies and the Confederation of the Rhine [Poland and the Ottoman Empire ARE in the game] Disadvantages the French a bit (can be nice to get that extra Political Status in peace times) but I assume that the minors’ corps/fleets will still be available. Not a big one but definitely one of those for the v1.1 as it adds historic flavour. 17. Britain and France at war, with special surrender terms Open to abuse as has been pointed out. Gentleman’s agreements can prevent this of course. So wait for the patch, meanwhile play nice. 18. Peace treaty limited access can’t remember the exact effects of this rule, therefore no informed opinion. Unless: is this the one where (without it) your corps will merely be teleported back to the captial on an enemy surrender? If so would like to see it in the game (where possible more realism is better). If I've got it completely wrong please ignore me. 19. Allied voluntary access (restricting to only allies) Can't remember: does this mean only allies can enter your territory? If so fine. If not also fine. Does that sound ambivalent? 20. American trade restriction Well the Brits are getting hammered here (see 4 and 7 as well) but 3 and 14 make up for it a lot. Of course this one is a two edged sword and can (if unlucky) hurt the brits more than their enemies. 21. Naval raiding Rare that anyone ever has hostile fleets next to GB in an economic turn (or any other turn). Never miss it. 22. Proportional naval losses 23. Proportional land losses Well if not proportional how ARE losses apportioned? If decided by the players then a gentleman’s agreement can put this one in place anyway. If randomly assigned then it will work out close enough anyway. In either case not a game breaker. 24. Balance of Power peace restrictions I prefer to play without this one anyway. 25. Change of Dominance status Very hard to pull this off in any case so not an immediate necessity. Would definitely like to see it in the patch though. It’s one of things you can aim for. Customised/changed rules These are rules whose modifications I judge to be significant - most of them are to permit PBEM without huge hassles, which has the side effect of making hotseat play easier. 26. Insurrection corps placement (done by AI, but made more generous in location) Sounds like the best option for PBEM in any case so I’m for AI placement. Also since their Insurrectionists (ie: local rebels) it makes sense for them not to be controlled initially by the central gov’t. Not so happy about expanded area though. The poor old Turks are really getting hammered by all this. 27. Naval interceptions (fleets are given orders - intercept weaker, intercept invasion, or intercept all - which they attempt to carry out when the opportunity arises) Much like the above. Some automation is necessary for playability. Go for it. 28. All retreats are conducted by the AI Ditto. 29. There is no 'combined move' option - people are supposed to use a 'lend unit to ally' option instead [presumably this allows for allied supply and naval transport, as well as fighting together as a unit]. This is also the only way to use allied depot supply. Not good. When it comes time for allies to pile on the big guys it means that one or more players will basically be handing their turns/armies over to another player. Not much fun. Especially in the classic case of Spain/Britain vs. the French where the Spanish must rely on the Brits for pretty much everything (such as supply). The Brits will basically be running Spain. Meanwhile the Spanish player can go to bed. 30. Access through the Dardenelles Would have to think about this one. It sounds like it will make Istanbul more vulnerable. Will also give the Russians a more open hand in the Med. But not a major one wait for the patch. 31. Cav and guard in a corps cannot be detached and converted to infantry as a garrison (but factors arriving as reinforcements can) Who’d convert expensive Cav and Guard to Inf in any case? Don't need it. 32. Ships exist as heavy, light and transport Doesn’t sound like anything major without the EiH naval combat. Six of one, half a dozen of the other. 33. Privateers and privateer defence Not sure about this one either way. Would have to see it in action.
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