The Europe mechanic doesn't work right now
Posted: Sat Jul 02, 2022 12:03 pm
Finished games as both the Union and Confederacy and I don't think the European power mechanic is well implemented right now (for both sides), suggested change below.
There are two main problems imo:
First, if the union is winning early e.g. by taking Richmond in 62/63 then the union has to play a fairly dull game afterwards, because most likely the Confederation's fighting spirit isn't broken yet, but economically they are (otherwise they could have defended Richmond).
So for another year or so you try to capture as much land and FS-objectives as possible against a weak opponent without making any interesting strategic or military decisions because you are completely dominating. And this... is just not fun, you're just waiting for the victory screen.
At this point an entering European power could probably not win the war anymore, but the gameplay stays interesting because you are now fighting a "two front war".
However, this can never happen because every FS-objective taken by the Union reduces the European support for the Confederation immediately by 10-20%.
So if the Union is winning it becomes much less likely for Europe to get involved.
On the other hand, for a European nation to enter the war, the Confederation needs to do the following:
- Defend all FS-objectives due to the immediate 10-20% drop
- Keep them away from Richmond and Nashville
- Prevent the union from blocking some of the key blockade hexes
- Invade Maryland/the north
Ok.
If I manage to do all of this I'm already winning. What do I need Europe for?
Should they enter at this point it becomes a "win more" situation.
So in short, if the Union is winning early, a European nation will never get involved due to the immediate 10-20% diplomacy drops for capturing FS-points.
It's only possible for Europe to enter if the Confederation is already doing well which means they don't need any help. It's a "win more" mechanic for both sides.
The other Strategic Command titles always had mechanics that would punish you for doing too well too early. For example Germany in WWII could not attack too many small neutral nations because of Americas mobilization (or do a sea lion). The same in WWI if Germany was too aggressive with their U-Boats. It would act as a counter weight for the rapid success of the axis/central powers.
In this game the European situation is always going the way of the side that's already winning, when ,in my opinion, it should do the opposite for more interesting games.
Here is my suggested change:
Get rid of the immediate 10-20% diplomacy drop for capturing FS-objectives, instead turn them into the same mechanic as the key-navel blockade hexes. You need to capture the hex and if no Confederate unit is within a 2-hex radius then you have a chance for a 1-2% European support reduction each turn.
If the union is winning fast Europe may still enter as a counter weight, because it will take some time until you get the support reduction. But on the other hand, in a long and drawn out war with the Union only being slightly better, Europe becomes less and less likely to enter because the few captured FS-objectives prevent that over the long run. (Which would be the historic path).
Second the Confederation then has to decide if they want to commit to the European strategy by keeping units around the FS-objectives preventing the diplomacy drop or go full turtle mode giving up on Europe.
As a last suggestion, I think one could do more with the "King Cotton" decision. Assuming I do have the stockpile of cotton hoping for Europe to enter, but it becomes clear due to some successes of the Union that this won't happen.
It would be great if I could then sell that cotton for MPPs like I was offered in the beginning in order to balance the scale again and put up a better fight against the winning union. Basically every January 62/63/64 I get asked if I want to sell the cotton for x MPPs over y turns (could be less over time due to the war? Could also be more over time due to increased world market prices, depends on game balance).
The idea is to have more opportunities to play the cotton chip for MPPs and thus stop the north from winning too early should they do well.
There are two main problems imo:
First, if the union is winning early e.g. by taking Richmond in 62/63 then the union has to play a fairly dull game afterwards, because most likely the Confederation's fighting spirit isn't broken yet, but economically they are (otherwise they could have defended Richmond).
So for another year or so you try to capture as much land and FS-objectives as possible against a weak opponent without making any interesting strategic or military decisions because you are completely dominating. And this... is just not fun, you're just waiting for the victory screen.
At this point an entering European power could probably not win the war anymore, but the gameplay stays interesting because you are now fighting a "two front war".
However, this can never happen because every FS-objective taken by the Union reduces the European support for the Confederation immediately by 10-20%.
So if the Union is winning it becomes much less likely for Europe to get involved.
On the other hand, for a European nation to enter the war, the Confederation needs to do the following:
- Defend all FS-objectives due to the immediate 10-20% drop
- Keep them away from Richmond and Nashville
- Prevent the union from blocking some of the key blockade hexes
- Invade Maryland/the north
Ok.
If I manage to do all of this I'm already winning. What do I need Europe for?
Should they enter at this point it becomes a "win more" situation.
So in short, if the Union is winning early, a European nation will never get involved due to the immediate 10-20% diplomacy drops for capturing FS-points.
It's only possible for Europe to enter if the Confederation is already doing well which means they don't need any help. It's a "win more" mechanic for both sides.
The other Strategic Command titles always had mechanics that would punish you for doing too well too early. For example Germany in WWII could not attack too many small neutral nations because of Americas mobilization (or do a sea lion). The same in WWI if Germany was too aggressive with their U-Boats. It would act as a counter weight for the rapid success of the axis/central powers.
In this game the European situation is always going the way of the side that's already winning, when ,in my opinion, it should do the opposite for more interesting games.
Here is my suggested change:
Get rid of the immediate 10-20% diplomacy drop for capturing FS-objectives, instead turn them into the same mechanic as the key-navel blockade hexes. You need to capture the hex and if no Confederate unit is within a 2-hex radius then you have a chance for a 1-2% European support reduction each turn.
If the union is winning fast Europe may still enter as a counter weight, because it will take some time until you get the support reduction. But on the other hand, in a long and drawn out war with the Union only being slightly better, Europe becomes less and less likely to enter because the few captured FS-objectives prevent that over the long run. (Which would be the historic path).
Second the Confederation then has to decide if they want to commit to the European strategy by keeping units around the FS-objectives preventing the diplomacy drop or go full turtle mode giving up on Europe.
As a last suggestion, I think one could do more with the "King Cotton" decision. Assuming I do have the stockpile of cotton hoping for Europe to enter, but it becomes clear due to some successes of the Union that this won't happen.
It would be great if I could then sell that cotton for MPPs like I was offered in the beginning in order to balance the scale again and put up a better fight against the winning union. Basically every January 62/63/64 I get asked if I want to sell the cotton for x MPPs over y turns (could be less over time due to the war? Could also be more over time due to increased world market prices, depends on game balance).
The idea is to have more opportunities to play the cotton chip for MPPs and thus stop the north from winning too early should they do well.