Political Points: Too Many and Too Few

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GaryChildress
Posts: 6933
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

Political Points: Too Many and Too Few

Post by GaryChildress »

How many is too many per turn and how many is not enough?

Just for fun (to pass time until AE comes out), I've dug up the old mod I was working on. This is what I'd like to do:

A) Give the Japanese a large alottment of PPs to begin with to move commands around on turn 1. After that the Japanese will earn a bare minimum of PPs per turn.

B) Give the Allies very few PPs to begin with but after that earn a substantially greater number per turn.

So I'm wondering how many political points to give to each side per turn. How many political points per turn usually ends up giving a player so many that he doesn't know what to do with them all and how many usually ends up giving the player not enough to do half the things he wants?

Any ideas?

Thanks. [:)]

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: Political Points: Too Many and Too Few

Post by el cid again »

In RHS PPO we first experimented with this on a grand scale (all forms of RHS have more PP than other mods).
In RHS EOS, AIO and EEO we use the same system - because it works.

Other RHS scenarios are more or less like stock and CHS - except there are enough political points to order one light division (or heavy brigade) every day = more or less 1000 points. This is not too many - and the players who want to change things a lot are still severely constrained. Those who stick to their planning are more successful.

I found that political points are rlated to units assigned forward commands. As I added daily points, I ALSO assigned units to home commands, and by that process actually was not giving "more" pp to a player. Instead, what I did was give a player CONTROL of how the pp are spent. IF a unit appears headed to a particular command, de facto the pp are spend for the player - and if he wants to change where it goes - he must pay - again (in effect twice). Political points done in this way are always reaonable - you can give a player as many as you want - by taking them from units and converting the unit to home command.

I discovered, however, AI won't use very many pp. So if a scenario is intended for AI on one side, THAT side needs to forward assign the units - and indeed that "tells" the code where to send the unit - helping AI to do better. So for a scenario with AI controlling Japan, Japan should get few pp - to start or daily. Otherwise they mostly accumulate to no purpose - and units will mostly never change command assignments.
GaryChildress
Posts: 6933
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: Political Points: Too Many and Too Few

Post by GaryChildress »

So are you saying 1000 PPs a day is not too many? I see RHSCVO has 100 per day.

That's an idea. Start everything arriving in Japan off as "Home Defense" and then give the player the ability to assign elsewhere. I like that idea. [8D]
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: Political Points: Too Many and Too Few

Post by el cid again »

You almost understood what I said - but I said 1000 pp per day is NOT "too many" IF there are humans using them. It IS too many if AI is boss. I divide scenarios up - so an AI scenario only has a few pp - because AI only uses a few - and the AI side (Japan) gets its units assigned to the forward command.

Otherwise - yes - assign reinforcements to home command (home islands, northern unless they appear in kwangtung, china or formosa/southern) - or (western, alaska, unless they appear at aden, india, australia for US ).

Then add up the points - divide by the number of months - and wa la you have the points you now give players to allocate.

At 1000 per day - players are never badly constrained - but sometimes momentarily constrained - which was my intent. You cannot do a whole lot instantaneously, but you can do something useful.
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