Agreed. Hmmmm ... Did anyone figure out that Germany is best/easiest served following the coded event chain BEFORE he came acoss them? Or why plain infantry is the most economical solution beating anyone and everyone? Or the net effect of toughness and defensiveness against attack values? Or the absurd Cruizerg fleet effect on enemy fleets? No? Transparency ...
Regards,
Thorsten
It's what you get when you combine attempt keep things relatively historical and at the same time, you are buiding system that is supposed to work not just in those limited historical situations, but also in general, ahistorical scenarios.
First of all, let's make one thing clear -
in game that tries to represent history, not everything have to be balanced. It's one of the common traps that gamers fall into - they think in terms of "scissors-paper-rock". History is not like that. Certain historical choices were in fact dead ends, obvious only with hindsight (that players have).
Now, second part - enviroment with limited number of variables. Cruizergs and infantry zerg are effects of combining ambition to recreate history and
not having enough variables and game mechanics that will ensure that certain combinations of historical ideas won't cause massive gamey balance problems.
Basically, to counter exploits (and again, it's not obvious in first place we and to counter them, because of the history) we have 3 ways:
- make game less historical and focus on balancing units. This is common way of doing things in game industry - we are basically back to glorified "scissors-paper-rock" - but from the game point of view, it's ok.
- make game historical, but rigid - it will have limited scope, every mechanics that is "dangerous" for game balance (like adding politics in war game or allowing players to prepare for war instead of starting it in 1939) is removed or extremely limited.
- or we can "chase the unicorn" by adding more variables and mechanics to ensure that we stay as historical as possible. We don't focus on balance, but balance MIGHT be the effect of such approach, as extra variables can limit usefulness of certain exploits.
I'm glad that Paradox have chosen 3rd way. It's rare approach these days.