I enjoy EU/EU2, Vic and other games. But in the military engine, I notice some unrealistic behaviour in the tendency of a player to keep all his divisions in a single stack and advance from territory to territory without regard to flanks.
In traditional wargames, players are forced into keeping a continuous front line with rules that create a "supply line" from the unit stack to the home base, for which there are serious consequences if the line is cut. Another common rule is a "hard" stacking limit in which no more than this number of divisions is permitted in the territory. I propose the following solution: a "soft" stacking limit.
In order to simulate the divisions of a large army in a small space getting in each other's way, a "soft" limit can be implemented in the form of a strength scaling factor between 0 and 1 by which the strength of each additional division is multiplied. For example:
strength scaling factor = 0.9 = 90%
first div occupies the territory at 100% strength
second div is at 90% strength
third div is at 81% strength
fourth div is at 72.9% strength
And so on...
This scaling factor would still allow you to cram your whole army into one territory if desired, but it would also cause you to consider the benefit of spreading out your forces, or at least keeping a reserve, so as to preserve their effectiveness.
Maybe each territory can have its own "soft limit" reflecting the physical size of the territory. (Smaller territories would have a smaller, more restrictive limit.) Or maybe as military technology advances, a nation's "soft limit" can be slightly increased toward 1, allowing a larger army to be more effective.
How does this sound?
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On the subject of seasonal variation:
I miss the EU / EU2 seasonal snowy terrain / icy waters, with their attrition effects. And I think it would also be an interesting idea if the productivity of agricultural provinces was seasonally adjusted.
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On the subject of slowing down the rate of colonization:
We could bring back the EU / EU2 concept of a new claim having a probability of not being established. Some players may find it frustrating to make such a big investment and watch it fail, but it would be more realistic and slow things down. And a country's probability of success could depend on the quality of the territory, the claim building chosen, and the country's overall level of technology.
We could also bring back the concept of discoverable Terra Incognita for places like Central Africa and the Canadian Arctic. This would also slow things down, and we could introduce new events with interesting effects, like The Franklin Expedition, Livingstone/Stanley and Amundsen/Scott.
In traditional wargames, players are forced into keeping a continuous front line with rules that create a "supply line" from the unit stack to the home base, for which there are serious consequences if the line is cut. Another common rule is a "hard" stacking limit in which no more than this number of divisions is permitted in the territory. I propose the following solution: a "soft" stacking limit.
In order to simulate the divisions of a large army in a small space getting in each other's way, a "soft" limit can be implemented in the form of a strength scaling factor between 0 and 1 by which the strength of each additional division is multiplied. For example:
strength scaling factor = 0.9 = 90%
first div occupies the territory at 100% strength
second div is at 90% strength
third div is at 81% strength
fourth div is at 72.9% strength
And so on...
This scaling factor would still allow you to cram your whole army into one territory if desired, but it would also cause you to consider the benefit of spreading out your forces, or at least keeping a reserve, so as to preserve their effectiveness.
Maybe each territory can have its own "soft limit" reflecting the physical size of the territory. (Smaller territories would have a smaller, more restrictive limit.) Or maybe as military technology advances, a nation's "soft limit" can be slightly increased toward 1, allowing a larger army to be more effective.
How does this sound?
=====
On the subject of seasonal variation:
I miss the EU / EU2 seasonal snowy terrain / icy waters, with their attrition effects. And I think it would also be an interesting idea if the productivity of agricultural provinces was seasonally adjusted.
=====
On the subject of slowing down the rate of colonization:
We could bring back the EU / EU2 concept of a new claim having a probability of not being established. Some players may find it frustrating to make such a big investment and watch it fail, but it would be more realistic and slow things down. And a country's probability of success could depend on the quality of the territory, the claim building chosen, and the country's overall level of technology.
We could also bring back the concept of discoverable Terra Incognita for places like Central Africa and the Canadian Arctic. This would also slow things down, and we could introduce new events with interesting effects, like The Franklin Expedition, Livingstone/Stanley and Amundsen/Scott.