ORIGINAL: ericbabe
I can make the change that occupied cities cannot act as depot sources; that wouldn't be very hard. I'm worried that from a game balance perspective there wouldn't be nearly as much reward for occupying any city other than the capital, so maybe I'll increase victory points awarded, or some such.
One thing I think you should consider is making these kind of changes as optional rules. Alot of the threads on the forums really seem to deal with people who desire realism versus people who desire game play. My personal feeling is that you can address both types of issues by creating a more comprehensive set of "options" for the game so that players can turn and off what they feel makes the game better or worse. This would make the game more flexible, fit with everyone's desires, and cater to the simple and more complex game players as well.
ORIGINAL: ericbabe
For what it's worth, our design rubric is to give primacy to game playability over accuracy of the simulation. It's quite simply a matter of self-preservation on my part: Crown of Glory required a tremendous amount of work in production, and in the development of it I incurred quite a bit of personal debt. There is a very limited market for products that emphasize simulation over game-play, and not being independently wealthy, I simply can't afford to make games that lose large sums of money. We try to make the game as historical as possible, but we have to try to attract more mainstream players -- as it is, I've had many complaints, some even on these boards, that the current supply and upkeep rules are too limiting!
I'm glad you finally spelled this out because this should quiet some of the threads where people rail for realism. My personal desire is for playability but as I stated above making all additional rules as options just makes it that much easier to address everyone's likes and dislikes.
Mike