A very simple idea that is easy and better than sim reinforcement

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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Dancing Bear
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Joined: Wed Feb 20, 2008 11:16 pm

A very simple idea that is easy and better than sim reinforcement

Post by Dancing Bear »

I had an idea today, that is very simple and would help PBEM speed enormously. It is worth a read.

First, let's make keep the reinforcement phase exactly the same. Make no changes to it. None.

Instead, we will add a second set of the "add reinforcement" buttons to the dip phase (on the second page of buttons in the dip phase). This would allow players that want to, add their reinforcements during diplomacy, with the advantage being, many more players can skip reinforcement. This essentially eliminates the need for a reinforcement phase during many periods in the game, which would be a great leap forward in PBEM speed (this is speed without streamlining), without sacrificing any game utility.

It would work like this, any reinforcements added during the dip phase, would be removed from the reinforcement pool for that month. Once the reinforcement pool is depleted for that month, the game will see that there are no reinforcements coming during the reinforcement phase, and the existing code would simply skip the phase (assuming the player has selected to skip reinforcement, and there are no DOW's and the player does not get a new minor). That is more or less it.

Adding factors from the reinforcement pool would be the only thing you would be allowed to do, but it covers 90% of what players want to do in reinforcement, so this is not a real limitation. If you are fighting or want to do something else, then simply don't skip reinforcement.

It is important that there would be no transfering troops to garrisions outside the players controlled territory i.e. there would be no button to transfer forces between corps and cities (if players want to do this, they can do it in their land phase, or choose not to skip reinforcement). This would prevent different players from each adding factors to the same city during a sim phase, which would cause trouble for the game database if the garrison exceeded the city capacity. But not including the transfer factors button is not a big deal.

Does this not seem a very easy way to deal with the reinforcement phase and speed up the game? Combine it with sim dip, and you have a pretty fast game.

I don't think anyone should get caught up with adding reinforcements during the dip phase. In the board game, the division between the phases soon merged forthose players who were not in the thick of the action, and this is the same thing here.
Cunctator
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Joined: Fri Mar 26, 2004 12:12 pm
Location: Italy

RE: A very simple idea that is easy and better than sim reinforcement

Post by Cunctator »

If it can be done by Marshall..... I agree completely.
 
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"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.
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MarshallEllis
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RE: A very simple idea that is easy and better than sim reinforcement

Post by MarshallEllis »

DB:

I answered this in the other thread BUT it would be tough to do this one ...

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Thank you

Marshall Ellis
Outflank Strategy War Games


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