ORIGINAL: pteyORIGINAL: Shannon V. OKeets
As for the strategic choices of players at WIF tournaments, I believe the analogy to chess openings is appropriate. Over the years different chess openings have been popular. At different times one will be considered to provide the best opportunity to win. Eventually, someone comes up with counter moves that reduce the opening to a more equitable outcome, and the opening's popularity wans.
Clearly, chess, with its rigid rules set for the past 150 - 200 years, is not 'forcing' the players to play a certain opening. Rather the players are the variable and they are choosing an opening that they think gives them the best chance of winning. Over time, I suspect that WIF will evolve different responses to German/Axis strategic plans that will cause the choice of which strategic plan to employ to mutate too.
This is probably true. However this doesnt change the fact that some strategies are 'gamey'(that is, very strong strategies in specific situations, which are possible by the rules, but highly ahistorical and (i think) not intended by the designers) and most likely will be considered so by most players. There will ofcourse be degrees of 'gameyness'.
I will personally prefer to play against an ai that doesnt employ gamey tactics/strategies in every situation possible. Some people will ofcourse have different preferences, however i dont think that im alone with this opinion. Thus providing an option to have the ai not use any strategies or tactics flagged as gamey, should be acceptable for all. This will ofcourse require more work, but i dont think it will be that much.
ORIGINAL: Shannon V. OKeets
Getting back to a Baltic state as a new home country for the Italians, ...
Yes, it seems strange. But in 1939, wouldn't having the Free French government set up in Gabon have seemed strange too? And all those other countries who had elements of their fighting forces operate out of England (e.g., Norway, Belgium, Netherlands, Poland)? The capacity of armed forces to continue fighting for their country after the war is clearly lost is really quite astonishing. So, if the Italians had been given the opportunity by Hitler to occupy Estonia and later set up a home-away-from-home there, the likelihood of remaining Italian units being willing to continue fighting doesn't strike me as completely far-fetched.
Perhaps not completely far-fetched, but imo (based on my knowledge of history) extremely unlikely. I have never seen italy liberate the baltic states, but if someone did it in a game i participated in, with the intend of using them as back-up home countrys, i would consider it gamey. But i do ofcourse realize it is a legat move, and a house rule would be needed to prevent people from doing it.
This is in no way meant as a threat, but if you intend to teach the ai every gamey trick there is (and you can find quite a few by looking through the wiflist and from speaking with very experienced players i would think), i probably wouldnt have much fun playing against the ai and would buy the game only for pbem and netplay games.
Personally, I am very adverse to "tricky little bits", especially if they look like something a rules lawyer figured out. I believe strongly in a direct approach and consider it essential for the AIO. The trouble with using something weird is that it can often have unexpected repercussions. Simple, straightforward, solid play is best. Remain focused on the main objective and don't be sidetracked by odd opportunities might result in a confusing position to analyze. This is the logic of KISS (keep it simple, stupid) for AIO design.
Nevertheless, I want to know about the tricky bits, if for no other reason than for the AIO to be able to defend against/react to them. And I expect to give most of them a low probability of being chosen by the AIO if the requisite conditions arise.
As for using restrictions on strategic plans as a way of reducing the AIO's ability to play a strong game - I can only hope to have such a problem as the AIO playing too well that it needs to be 'fixed'.