Relocation of capital

Warplan is a World War 2 simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War 2 board wargaming.

Moderator: AlvaroSousa

Post Reply
canuckgamer
Posts: 1149
Joined: Wed Jun 23, 2004 3:20 am

Relocation of capital

Post by canuckgamer »

In our PBEM game the Russians conducted an invasion and took Stettin. In the Axis turn the capital of Germany was relocated to Konigsberg. This caught both of us by surprise as we don't remember seeing any mention of this in any of the patches but maybe we missed it. I ran a couple of hot seat tests using London and Berlin and it appears that if an enemy unit is within 5 hexes of your capital the relocation occurs. In the UK test the capital was relocated to Liverpool. In the Germany test it was relocated to Stettin.
We assume it is a change that has been made to counter the exploit of surrounding a capital but not taking it so that production for that country is significantly reduced.
Maybe a better change would be to allow the owning player when and where to relocate their capital. As it currently works the relocation could get quite "gamey".
User avatar
stjeand
Posts: 2666
Joined: Sun Jan 10, 2021 1:14 pm
Location: Aurora, NC

Re: Relocation of capital

Post by stjeand »

Was Berlin already taken?

I am not sure how it determines the next capital location...
Hopefully each city has a value that would determine the next best location but moving to a location that is behind enemy lines would not be a good choice.
canuckgamer
Posts: 1149
Joined: Wed Jun 23, 2004 3:20 am

Re: Relocation of capital

Post by canuckgamer »

No Berlin was not taken. In fact the turn is May 22 1942 and the Axis just invaded the USSR. As Stettin was not garrisoned the USSR took the opportunity to invade a beach hex two hexes from Stettin and move in to it. The invasion was merely a raid to deprive the Germans of 10 production points and force them to divert some units to react to it as neither one of us were aware of the relocation rule.
The fact that a single Russian unit 5 hexes from Berlin with no chance of ever taking it activated the the relocation of the capital shows that the rule will produce a lot of unrealistic results. It means as an example that both the Axis and Allies will have to garrison any beach hexes where an enemy division could land and be within 5 or move within 5 of a capital. Or any hex where a airborne unit could land.
To add insult to injury in the next Axis turn a couple of saboteurs appeared on rail hexes leading in to Stettin so the Germans had practically no production or oil for that turn.
I think the rule that production and resources have to be able to trace to the capital to be active should be removed. As long as a production or resource hex is still friendly controlled it should be added to the your production total. This should eliminate a lot of questions and situations that don't make sense.
User avatar
AlvaroSousa
Posts: 11994
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

Re: Relocation of capital

Post by AlvaroSousa »

I got that on my list of fixes.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
User avatar
Bo Rearguard
Posts: 646
Joined: Sun Apr 06, 2008 9:08 pm
Location: Basement of the Alamo

Re: Relocation of capital

Post by Bo Rearguard »

canuckgamer wrote: Fri Oct 13, 2023 5:29 pm As Stettin was not garrisoned the USSR took the opportunity to invade a beach hex two hexes from Stettin and move in to it.
I'm trying to imagine that happening in the actual war. A Soviet landing force of slow transports sailing serenely through the Baltic past the thick of the German U-Boat and Kriegsmarine training areas and landing unscathed and unnoticed until a city falls. :? But, that's always been the nature of games where units exist as giant blocks instead of disparate and spread-out elements. I guess I'll start building coastal defenses in the Baltic as well. Too bad you can't build and place minefields. Maybe in WarPlan two?
"They couldn't hit an elephant at this dist ...." Union General John Sedgwick, 1864
User avatar
stjeand
Posts: 2666
Joined: Sun Jan 10, 2021 1:14 pm
Location: Aurora, NC

Re: Relocation of capital

Post by stjeand »

Bo Rearguard wrote: Sat Oct 14, 2023 4:31 pm I'm trying to imagine that happening in the actual war. A Soviet landing force of slow transports sailing serenely through the Baltic past the thick of the German U-Boat and Kriegsmarine training areas and landing unscathed and unnoticed until a city falls. :? But, that's always been the nature of games where units exist as giant blocks instead of disparate and spread-out elements. I guess I'll start building coastal defenses in the Baltic as well. Too bad you can't build and place minefields. Maybe in WarPlan two?
Never leave ports unguarded.
A single division will stop this and is required until the ports in the Baltic are secure from Russian aggression.
User avatar
AlvaroSousa
Posts: 11994
Joined: Mon Jul 29, 2013 7:13 pm
Contact:

Re: Relocation of capital

Post by AlvaroSousa »

I am hoping to do an update soon.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
Post Reply

Return to “WarPlan”