



That Rubik's cube was finished while the picture was being taken, such is the power of Ubik!
Many players enjoy such micromanagement, so a well-designed automation system can satisfy both the micromanagement freaks and the people who don't like micromanaging things too much. Besides, the simplicity of design cannot always be achieved without detrimental results to gameplay/balance/challenge/fun/whatever, so if you are aware of that, you can enable automation/advisors as a way to mitigate the tediousness of micromanagement.
How about the possibility of automated generals? I doubt it's possible, but have you considered the option of letting us define theatres for armies to operate in, and then having the commanders choose whether they want seek battle? A strategic level decision, compared to the tactical choices they're making in land combat now?
Would be nice to be able to assign commanders to some backwater outposts and not have to worry about an OPM capturing 3 provinces with a 2K army while my 10K army sits idle and I'm busy focused in Europe.



Well... Its good there is more to do in the game than answer events...
This can only happen if you don't have the message settings on pause when a provincial battle starts... but with 2000 man invading a province I would not bet on the attackers...Would be nice to be able to assign commanders to some backwater outposts and not have to worry about an OPM capturing 3 provinces with a 2K army while my 10K army sits idle and I'm busy focused in Europe.![]()



The genius of simplicity can not be overstated in game design. Making a system or mechanic complex for the sake of complexity only serves to offer more chances of failure.
In my decade plus worth of gaming, I can not recall any situation where more complex was better. As an example, taking the mod mechanics and integrating them into the engine has made them much more simple to implement and achieves greater results.
Using "advisors" as tutors to help you navigate through decisions is one thing, but once these advisors take over the actual gaming and are seen as "necessary" then you start entering the realm of something not being right with the design in the first place.
If you read the combat DDs, you will see that the generals you chose are very important, because often they often do decide whether they will seek full battle, to only skirmish, or even to withdraw.
Furthermore, as a little spoiler, you may appoint Generals as commanders for provinces themselves, so your idea of assigning a Field Marshal to protect your flank (or whatever) is entirely within the realm of possibility.
Just as an aside: a OPM army of 2,000 will most likely get bogged down in a single province, finding it extremely difficult to advance anywhere, but perhaps, back where it came from in defeat. Even without any commander posted to that province.



But will Generals have the ability to move their armies between provinces, to actively engage an enemy? Presumably when they withdraw, they will move out of the province, but can it go the other way?
I'm imagining myself directing the war in Europe, while leaving my field commanders to slug it out in the Americas, or at sea. I also think I'm imagining harder than the AI can be reasonably programmed![]()



No. It would not be fun, for sure.
I'm imagining myself directing the war in Europe, while leaving my field commanders to slug it out in the Americas, or at sea. I also think I'm imagining harder than the AI can be reasonably programmed![]()
You are already doing that. Your "Field Commanders" are the generals assigned to province defence. If you don't want to send an army to defend the colonies, you can do it while hoping your local forces can defend against the invaders.



Sorry, I have no idea how the MMtG plays out, so I don't know how its systems fare in practice. However, I cannot agree with your general statement. If it were universally true, then e.g. Red Alert would have the perfect combat system, because of its inherent simplicity. I have too often seen combat systems which ended up with just three values or so (e.g. Strength, Attack, Defence), depriving the game of needed depth. Sure, they were simple, but boring and predictable as hell. The point is NOT to make things overly complex and make the interface very simple and easy-to-use, but when it comes to raw gameplay, you cannot avoid complexity if you want to make it fun for strategy gamers.The genius of simplicity can not be overstated in game design. Making a system or mechanic complex for the sake of complexity only serves to offer more chances of failure.
In my decade plus worth of gaming, I can not recall any situation where more complex was better. As an example, taking the mod mechanics and integrating them into the engine has made them much more simple to implement and achieves greater results.
Complexity for the sake of complexity is bad. However, when complexity fulfils a purpose and is accompanied by elegant UI, then it can make the game grand.
Shallow does not equal simple. Nor does complex = in depth. What you are not grasping is that in depth gaming has nil to do with complexity.
On the contrary - the best strategic games are the simplest in mechanics. From Go to Chess this has been a proven throughout the centuries. Most of the fun games avoid complexity; even Magna Mundi, which when you get down to the base mechanics and structures is simple.The point is NOT to make things overly complex and make the interface very simple and easy-to-use, but when it comes to raw gameplay, you cannot avoid complexity if you want to make it fun for strategy gamers.
What purpose does complexity ever serve? The only purpose I know game designers to chose complexity over simplicity is to hide flaws.Complexity for the sake of complexity is bad. However, when complexity fulfils a purpose and is accompanied by elegant UI, then it can make the game grand.