PO Example of Single Player
Posted: Mon Nov 20, 2017 10:46 pm
Since there has been a lot of confusion over single player and PO I thought I would provide an example what PO is. This is from the Grenada description. You can see the US was programed with 3 attack routes and one would be chosen at random for this scenario. Had there been no PO or the scenario was marked as best played vs human then the AI would still move to victory hex's to try and win, it just wouldn't have multiple pre-planned executions. This example is from Grenada 83 in the Modern - Misc directory and was done by Jeff Riddolls. I think its great example for a small scenario for anyone new to the game. I hope this helps ilistrate what PO is. Keep in mind you don't PO for it to be playable, but it does enhance the experience.
* The US Programmed Opponent will choose from three invasion plans, with a semi-historical approach being the most likely (50% chance.)
* The Grenada/Cuba Programmed Opponent will pick an aggressiveness level of cautious (25% chance), neutral (50%), or aggressive (25%) at the start of the scenario.
* The Grenada/Cuba Programmed Opponent may decide on a suicidal last-ditch offensive in the later turns.
* The Cubans at Point Salines may surrender en masse if the US gets close, or decide to fight.
* UN, USSR, and US-ally responses to the invasion may give the Grenada/Cuba player 2-4 extra victory points per event, depending on the specific reaction(s).
* The rescue, death or execution (via Theater Options) of the American students and/or Governor-General Scoon may give victory points to either side; see the below for a more thorough explanation. When a hex containing students or the Governor-General is captured by the U.S., a unit representing the released hostages will appear as a reinforcement. It is in the U.S. player's best interests to make these units avoid harm. (Note: There's a chance that you may receive notification that Gov. Gen. Scoon or a group of students has been both killed and rescued on the same turn. If this happens, ignore the "rescue" notice.)
* Ongoing restriction of media access by the US player will probably give his opponent, in these stages, up to 13 victory points as media complaints escalate.
* Granting partial or full media access will reduce overall US capability slightly (via the "shock" event) to account for the inconvenience of working around the media presence. This effect will end after a few turns.
* Media access will also reduce the US airlift capability slightly, as reporters have to be ferried in and out.
* US attacks into St. George's may cause civilian casualties, giving the opposing player 2 victory points.
* Processing of Cuban POW's (if they surrender) may slow the US advance.
* A couple of other "surprise" events, giving 1-3 points to either player.
* Escaping Cuban/Grenadian troops may form a guerrilla unit (largely staffed by whatever is in the replacement pool) late in the game.
* 20% chance of a storm moving into the area.
* The US Programmed Opponent will choose from three invasion plans, with a semi-historical approach being the most likely (50% chance.)
* The Grenada/Cuba Programmed Opponent will pick an aggressiveness level of cautious (25% chance), neutral (50%), or aggressive (25%) at the start of the scenario.
* The Grenada/Cuba Programmed Opponent may decide on a suicidal last-ditch offensive in the later turns.
* The Cubans at Point Salines may surrender en masse if the US gets close, or decide to fight.
* UN, USSR, and US-ally responses to the invasion may give the Grenada/Cuba player 2-4 extra victory points per event, depending on the specific reaction(s).
* The rescue, death or execution (via Theater Options) of the American students and/or Governor-General Scoon may give victory points to either side; see the below for a more thorough explanation. When a hex containing students or the Governor-General is captured by the U.S., a unit representing the released hostages will appear as a reinforcement. It is in the U.S. player's best interests to make these units avoid harm. (Note: There's a chance that you may receive notification that Gov. Gen. Scoon or a group of students has been both killed and rescued on the same turn. If this happens, ignore the "rescue" notice.)
* Ongoing restriction of media access by the US player will probably give his opponent, in these stages, up to 13 victory points as media complaints escalate.
* Granting partial or full media access will reduce overall US capability slightly (via the "shock" event) to account for the inconvenience of working around the media presence. This effect will end after a few turns.
* Media access will also reduce the US airlift capability slightly, as reporters have to be ferried in and out.
* US attacks into St. George's may cause civilian casualties, giving the opposing player 2 victory points.
* Processing of Cuban POW's (if they surrender) may slow the US advance.
* A couple of other "surprise" events, giving 1-3 points to either player.
* Escaping Cuban/Grenadian troops may form a guerrilla unit (largely staffed by whatever is in the replacement pool) late in the game.
* 20% chance of a storm moving into the area.