Event PBEM Dryness

Strategic Command: American Civil War gives you the opportunity to battle for the future of the United States in this grand strategy game. Command the Confederacy in a desperate struggle for independence, or lead the Union armies in a march on Richmond.

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battlevonwar
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Joined: Thu Dec 22, 2011 3:17 am

Event PBEM Dryness

Post by battlevonwar »

I am not sure if this is practical or worthwhile but there are several Events that even in vs AI/PBEM that are so predictable they just make the game a little easy to react to events.


Diplomacy:
For instance I notice that the Union gets a delegation she can send to any Major as they get closer to War Entry, which mitigated the chance they'll join for an amount of MPPs. Perhaps this should be void, 'sometimes." And a message saying you're too late to send a delegation or just delete the option 25% of the time so that the Union takes Diplomacy more seriously? (this isn't historical and not meant to be but fun and realistic, even in history sometimes the King or Royal would see you or you would arrive too late to the party to change things if your Government ran their Politics Poor)

Kentucky from what I can tell is always going to basically go to the Union with or without investment, you can slow it down and I think if you get SUPER lucky as the CSA she will flip your way but I haven't seen that very often ... or ever heard of it?


Far West:

This is the most stale event, we know Sibley is coming the Union is coming and the low supply forts and towns there just don't allow anything to happen. It's always going to be a Union Victory and historically that's pretty accurate cause the South couldn't afford nor fight in that terrain. I would think it would be interesting to incite more Indians and I haven't yet seen this done to any effect? Though the event says it may effect them. To make the Union Over React sometimes here. Or if the South just leaves it, I figure it's interesting enough as it's going to get. I don't see you ever driving a deep drive here with the tiny little Supply the CSA has and the disconnection. She would need such significant forces it would be foolish to make a Far West Push unless the Union is going to abandon it altogether. Maybe the Fighting Indians sacking towns would alert the Union to actually be aware she can't abandon her outposts or ignore them. It's gamey.

Virginia:

Be interesting to give the South and North an Artillery Piece here in 1861... Maybe 1 or 2 Corps to make the fight more intense and less of a stalemate. This is ahistorical but it's a pretty dry fight of entrenchment and you don't have to really worry much about losing or taking much ground initially. Or some sort of Bull Run Event. This would be really sweet where if the Union or South doesn't fight for the Epic Napoleonic Style Battle to win the war(as they thought 1 battle could do at that time) then perhaps a FS penalty? I would enjoy this and I think a lot would but balancing it may be more difficult than one would think. I am just saying it would give flavor to the Virginia Campaign pre-Corps. Remember the pressure point on Washington to take Richmond in 1862. That should be a very real thing and historically it was about done.

Ports:

They should spawn with garrisons for both the South and North to rid the game of gamey amphib hits that REALLY decimate the game. There is so much value placed upon every one of them there is no reason to leave them empty. As in Texas they should be spread everywhere. Those strength 5 units should protect everywhere and historically I imagine they were there. As in the game you can't buy such units and placing full Divs/Brigades initially on them is very costly for the rest of map it's the best choice I think. You can still take the place relatively easy with a "Force," but you just can't dump a Div on it and say you lost a Major City to nothing.

Better Raiding:

I haven't noticed when raiding gets more effective I think I got about 1000 MPPs in 1 year. I think that maybe that's a little low? Also it would be neat alternatively if larger shipments went through which I do notice happens when Diplo Hits work but this would be more interesting at lower DiploHits forcing both sides to engage in more of this European Interaction.

Naval Power vs Land Power:

Land Units had Cannons yet they really don't hurt Naval Units that abuse them all that much. I see in the tech tree where this changes but perhaps upping it earlier on would stop some gamey abuse of gunboats that are CHEAP taking slapshots off Corps for basically a hugely cost effective shot.


There is a lot more I can think of but please add in all your own 2 cents and let's brainstorm ideas that you think are valid.

(History was a lot more flamboyant that you think, a lot of ideas and things were done you never read or watched in a youtube. I spent a good 3-4 Thousand Pages studying Civil War History and a lot of ideas were trudged over)
PvtBenjamin
Posts: 1203
Joined: Sat May 06, 2017 3:57 pm

Re: Event PBEM Dryness

Post by PvtBenjamin »

I think for the PBEM game the South should be able to buy garrisons say 5 strength garrisons for 100MPP to put in the coastal cities at risk of amphib attack from the North. Its not possible to cover them at this point, going in unopposed not cool.
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