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The first is the addition of manpower at the end of the game. In the boardgame, this allowed multiple winners.
Anyhow, this should be fairly easy to implement. It would require one extra set of steps at the very end of the game. It should not impact any other chunk of code. EXCEPTION: See the second item, below.
NOTES:
Perhaps it would also be necessarily to flag which player actually crossed the threshold. A sort of "bragging rights" might come with that accomplishment that players might want to be made aware of.
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The second is more elaborate. I posted this idea over in the main forum after being reminded of it by Neverman's math calculations (thanks!) The idea would be to have the computer choose a random number which would be applied to the final total needed for each player.
For the examples below, assume the GB player bid 20 and the France player bid 30, for normal VP requirements to end the game of 390 and 430, respectively. I would include other nations, but I don't have them memorized, and it would just be needless clutter anyhow.
For example, if the number chosen by the computer were 80%, France would need 344 VP and GB would need 312, rather than 430 and 390.
If the number were 90%, France would need 387 and GB would need 351 to win.
NOTES:
If the first suggestion above is implemented, this will complicate matters. However, the computer should be able to handle both by applying the same percentage to the VP tally needed AND the manpower controlled.
The allowable range of numbers should be selectable on both ends. For instance, one game might choose a number between 90 and 100, desiring only to eliminate any end-of-game shenanigans by losing players.
Another game might choose a number between 20 and 35, desiring a short (2-4 year), but still random-ended, game.
27.27% could be chosen to have a game that lasts almost exactly 3 years. This number, in fact, could be used to replicate the 1805-1807 scenario that the original game had, without any other modifications. Presto: Instant (weak) scenario editor.
It would be important that the computer keep this number secret from players. However, for debugging purposes and for a simply shorter game, the number could be made public by another option. Alternately, an option could be made to make the number public only after a certain time has passed.
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What do you guys think of these? Are either of them worthy of adding into the "enhancements" list on the bug tracker? Discuss away; I promise not to be offended by ANY responses.
