Upon request from a member of this game I have decided to comment on the proposed rules (Even though I am not a player of the game off course.)
First of all I would like to give thumbs up to cccino for his hard work on making this rules, deserving of respect indeed. The map itself looks excellent.
Ok, on to the rules themselves... time to line up the firingsquad... errr, I mean... time to give constructive critizism on the rules
The stats
I believe the emphasis is still too much on size and too little on wealth. Nations like Lithuania is still too strong compared to the smaller and wealthier nations like Poland (wealthier compared to Lithuania at least).
In addition I believe the "hardcoded" starting eco should be removed. It should be based on province wealth only. In many cases nations can have different eco even if they own the exact same provinces. As an example a Genoa consisting of Genoa, Savona, Nice and Piemonte would be much richer than a Piemonte owning the exact same provinces. I do not believe the genoese are inherently superior
There are certain balancing issues. Some people claim that minors are too weak, and majors are too strong. This is absolutely not true, quite the contrary. Both due to the ways the stats are calculated and because of the proposed combat system.
Example of conflict between 1 major and 3 minors
For purposes of this example, Castille is at war with Saxony, Holstein and Mecklenburg. Quite unlikely, but they are all the same tech so it makes it easier to compare them. For this war all participants pump all their eco into landmil, and there is no outside intervention.
Castille (19 LM/9 TECH/10 Morale) 28 provinces
Saxony (7 LM/9 TECH/10 Morale) 5 provinces
Holstein (5 LM/9 TECH/10 Morale) 2 provinces
Mecklenburg (5 LM/9 TECH/10 Morale) 2 provinces
Ok, so Castille has 19 LM/28 provinces and the germans have 17 LM/9 provinces. The germans have 32% of the provinces (same wealth level) and can still muster 89% of the forces! Quite a lot considering that these minors are not even that strong for minors. Some might argue that such minors held off the Habsburgs, but don't forget that the Habsburgs had to contend with the likes of France and the Ottoman Empire at the same time. Also there are much more minors in Germany than these three.
Ok, time to take a look at the battle resolution. Then we shall see that the real difference in strength is not the one listed above.
Battle system
The formula for calculating a nations damage potentional is as follows:
(LM + 4) * (Morale) * (1 + 1D6) / 100
The average result on a D6 is 3.5 and let us assume that morale is 10. The average damage potentional will be as follows:
(LM + 4) * (10) * (4.5) / 100
So with 1 LM you get an average potentional of (5) * (10) * (4.5) / 100 = 2.25
2 LM: (6) * (10) * (4.5) / 100 = 2.7
So if you increase your forces by 100% you only increase your damage potentional by a lousy 20%!
3 LM: (7) * (10) * (4.5) / 100 = 3.15
This time forces are increased by 50%, and damage potentional only by 16.67%. And so it continues. This means that smaller armies get a bonus to their potentional damage compared to larger armies. Which again benefits minors, since their armies tend to be smaller.
Major minors
Same example as above, Castille in war against Saxony, Holstein and Mecklenburg. Average rolls are used to make a better comparison (It is off course impossible to roll 3.5, but that IS the average).
Castille: ((19 + 4) * 10 * (1 + 3.5))/100 = 10.35
Saxony: ((7 + 4) * 10 * (1 + 3.5))/100 = 4.95
Holstein: ((5 + 4) * 10 * (1 + 3.5))/100 = 4.05
Mecklenburg: ((5 + 4) * 10 * (1 + 3.5))/100 = 4.05
With 19 landmil Castille has 10.35 damage potentional. With 17 landmil the germans has 13.05 damage potentional, due to the seperate potentional for each army, and therefore 4 added to LM for each army.
So to sum it up the germans has 32% of the land, 89% of the forces and at the same time does 126% of the damage Castille does because they all have the same tech.
If 3 such small minors are able to outperform one of the strongest majors in the game in such a way, the game system is in my opinion unbalanced and needs to be looked at. Ok some unbalances has been found, now it is time to abuse the system.
The proclamation of Zupken - We will rock you!
Many nations signed the proclamation. Of those Pommern, Brandenburg, Gelre, Bremen, France and Bavaria decided to send troops. To counter this threat Lotharingia has spent its entire treasury on troops. The coalition sent 1 LM each, none of them even using any eco to raise troops.
Lotharingia 21 LM/11 TECH/10 Morale
Pommerania 1 LM/8 TECH/10 Morale
Brandenburg 1 LM/8 TECH/10 Morale
Bremen 1 LM/9 TECH/10 Morale
Bavaria 1 LM/8 TECH/10 Morale
Gelre 1 LM/9 TECH/10 Morale
France 1 LM/10 TECH/10 Morale
Average Damage potentional
Lotharingia 11.25
Pommerania 2.25
Brandenburg 2.25
Bremen 2.25
Bavaria 2.25
Gelre 2.25
France 2.25
So Lotharingias 21 LM has 11.25 damage potentional and the coalitions 6 has 13.5
28% of the troops, 120% of the damage. If the entire coalition army is annihilated it does not matter. They get -1 morale for 1 turn only, and the LM is regenerated next turn because they are under starting LM. Lotharingia on the other hand can not regenerate until LM is below starting, and by then everything they built with eco has been used up. Even their tech advantage will not stop them from being hurt quite a bit from this much smaller army. The ninja-commandos of Zupken cheers while BusterBunny cries big salty tears
This can be taken further off course so lets rape the system a bit more.
Commando Raids
By using 1 LM armies like the above each turn it is essentially possible to wittle down an entire enemy force. 1 LM per battle by 1 nation is sufficient for this as long as tech is similar. The 1 LM will then usually kill 1 or 2 LM of the enemy per turn, and dont forget that it regenerates every turn. Note that it can be nothing too, or as much as 3 - even 4 if you significantly out-tech the enemy. Also, the morale lost does not matter as the morale losses are regained after 1 turn anyway. The opponent will get morale bonus at 3 or 4, but this is irrelevant as he will never meet armies larger than 1 LM unless it is small enough to be safely dealt with by other means anyway. As long as the commando player allways manages to keep some of his own provinces under control this would work quite well. Easier still due to all the extra new provinces.
Off course, the opponent can use the same tactic, which pretty much means that the game would turn into a series of border skirmishes and no decisive battles
Other things
Damage potentional is calculated using a D6. This means getting an extreme result is just as likely as a result in the middle, which in turn makes the battles very variable. Perhaps a greater probability of an average result would be better.
Attrition and movement rules like the ones Lars made for 1558 should not be added in my opinion. With much more detailed battle rules I believe this game will lose some of its soul.
I have only looked at stats and field battles in detail, perhaps I will comment on the rest sometimes later. And more on the above if I see something else
Cheers
