Idea for WITP 2: Re-Writing Post-WW1
Posted: Sat Oct 23, 2010 12:07 am
Just a thought for a potential WITP 2. This would involve a radical restructuring of WITP but it might make for an interesting new game experience in itself.
Have a grand campaign that starts in 1920 with all the military forces then present to each participating country: The United States, Japan, Britain, Netherlands, etc. Each turn would represent one month (until the Japanese player decides to declare war, then the turn increments adjust to 1 to 3 days per turn, depending on player preference).
During the initial part of the game, the monthly turn phases, both Japan and Allies are given a monthly income for their war treasury. Using this monthly income you can fund ship production, aircraft production, armament production, etc. You can use your treasury to either build your forces or expand your production facilities. But you can't change the amount of income you receive each month, nor can you change your manpower (until you go to war and impose a draft). You can also design your own ships, planes, and LCUs to some degree and then control how many of each you create.
One of the biggest questions at hand would be how to treat China and Manchukuo during the initial monthly phases of the game. A possibility might be to have areas of China and Manchukuo automatically fall to Japanese control at their historical dates. then when war is declared on the Allies the clock slows down to daily turns or whatever. At that point territory in China and Manchukuo would have to be taken by normal military means. There would no longer be automatic aquisition of territory by the Japanese.
One feature of the game would be direct control over ship yard slips. You design a ship and then choose a slip big enough to fit the construction of it. If you don't have a big enough slip, then you have the option of lengthening an existing slip. Of course lengthening the slip takes extra time. You also have to control the availability of facilities to fit out the ships after they are launched.
Another question that presents itself would be what constitutes victory for the players. Obviously, at some point the players will have to go to war to play out the final phases of the game. It will be up to the Japanese player to decide when the time is right to make his power move and declare war on the Allies.
Perhaps there could be an automatic declaration of war on December 7, 1941, whether the Japanese commander is ready for it or not. However, if the Japanese commander thinks he has a better advantage earlier on, then he has the option to declare war earlier.
Basically the chief difference of the game would be that you could custom design your forces leading up to WW2.
Also, to prevent games from lasting too long if war is declared early in the 1930s or something, there would be a limit of how long the war can be fought before the will to fight gives out on the part of the public. Depending upon how successful one side or the other is during that period (say 5 years max) would determine who wins the game.
Any thoughts or criticisms pertaining to the above? Would this game be fun? Is it possible to create a playable version of this?
Have a grand campaign that starts in 1920 with all the military forces then present to each participating country: The United States, Japan, Britain, Netherlands, etc. Each turn would represent one month (until the Japanese player decides to declare war, then the turn increments adjust to 1 to 3 days per turn, depending on player preference).
During the initial part of the game, the monthly turn phases, both Japan and Allies are given a monthly income for their war treasury. Using this monthly income you can fund ship production, aircraft production, armament production, etc. You can use your treasury to either build your forces or expand your production facilities. But you can't change the amount of income you receive each month, nor can you change your manpower (until you go to war and impose a draft). You can also design your own ships, planes, and LCUs to some degree and then control how many of each you create.
One of the biggest questions at hand would be how to treat China and Manchukuo during the initial monthly phases of the game. A possibility might be to have areas of China and Manchukuo automatically fall to Japanese control at their historical dates. then when war is declared on the Allies the clock slows down to daily turns or whatever. At that point territory in China and Manchukuo would have to be taken by normal military means. There would no longer be automatic aquisition of territory by the Japanese.
One feature of the game would be direct control over ship yard slips. You design a ship and then choose a slip big enough to fit the construction of it. If you don't have a big enough slip, then you have the option of lengthening an existing slip. Of course lengthening the slip takes extra time. You also have to control the availability of facilities to fit out the ships after they are launched.
Another question that presents itself would be what constitutes victory for the players. Obviously, at some point the players will have to go to war to play out the final phases of the game. It will be up to the Japanese player to decide when the time is right to make his power move and declare war on the Allies.
Perhaps there could be an automatic declaration of war on December 7, 1941, whether the Japanese commander is ready for it or not. However, if the Japanese commander thinks he has a better advantage earlier on, then he has the option to declare war earlier.
Basically the chief difference of the game would be that you could custom design your forces leading up to WW2.
Also, to prevent games from lasting too long if war is declared early in the 1930s or something, there would be a limit of how long the war can be fought before the will to fight gives out on the part of the public. Depending upon how successful one side or the other is during that period (say 5 years max) would determine who wins the game.
Any thoughts or criticisms pertaining to the above? Would this game be fun? Is it possible to create a playable version of this?