Gwalcmai said:
Realistic? Yes. But still pointless. If you were conducting a campaign (and assuming the player gets to somehow impact wars and they way they're fought in the system, instead of just hoping the commander AI doesn't screw up too badly) would you really let your armies continue to be exposed to casualties when you knew the war would be over for them in a couple of weeks? Would you carry on the siege of a province you knew would be kept by the enemy according to the terms of peace?
I was carrying on the example presented by praxiteles with a DAN-RUS alliance. DAN declares on SWE, RUS honours, but SWE has troops on the RUS border while RUS doesn't. Either RUS has to wait for the DOW to propagate to it (it isn't exactly the initiator) and if the mechanics make the news reach the SWE troops first it gets even more screwed than it would normally be, or it knows everything already. I was just saying that, if the RUS side of the border knows they are at war, the SWE side would logically tend to find out rather quickly. And if it did, the feature would do about 0 difference.
That sounds like HOI's combat control box. You can tell a bunch of units to start an attack on H hour of D day. I'm not completely sure it is appropriate to the time frame, though.
1. I did say fun, it's not something I'd go to the wall over. But I will say this: if you can be that sure a war when a war will end, you've got me beat. I often have to send many peace offers, with 100% WS, before the AI will take it. & humans can be even more stubborn.
2. There might still be bonuses, separate from the peace treaty. I suppose, if prestige is a factor, you could gain it with a postwar victory. Or it might please your own people. Think of New Orleans & Constitution vs Cyane & Levant. Also, I suppose if captures of guns & ships were included, you could still keep them. But again, I don't put this high on my wishlist.
2. If the units are adjacent, that is, if you can see the enemy moving, that's notice enough for me. Note, I am not one who wants an AI to handle units here. I just want the lag. As I've said before, what I'd like to see is analogous to the command control rules in some other games. (Common in board games; I can't remember the name of the ancient battles game -- board & PC -- which uses this.) The only difference is that, instead of move / don't move, I'd have more or less lag. This would be determined by leadership, tech, all the appropriate factors like that. And units in contact with the enemy, I'd leave under direct, immediate control, just as it is now.
So the effect on the Swedes at the border, would indeed be very nearly 0. Units further away would be affected, reflecting the time it takes them to hear about the war, or the results of the battles. So would Russian reserves, if you'd forgotten to move them earlier. My idea is just a lag in changing what the unit is doing now. Yes, it'd be an imperfect reflexion of reality, but it'd be closer than what we have now, & wouldn't involve an AI. (Again, the AI nations, I'd tend to let cheat here.)
4. There was nothing to prevent them from sending out orders to several commanders, saying "move on April 7". Getting them to stay coordinated is another thing, but that's also another issue. It's not really a matter of lag times, rather, the way to represent THAT would be to make movement times somewhat less predictable.