Well, my perspective is that realism considerations are relevant to developing rules for PvP combat. Otherwise we are anchorless and can just make arbitrary decisions like CAs latest ETW update "frigates are more accurate/longer ranged than ships of the line". I will wager who wins the civil war will be determined by military power - I agree largely inherited, not recruited during war - not strategy or tactics. So we do need to think about recruitment in wartime. Personally, when thinking about the "sand-box" as AG says, I do think we need an eye to reality.
Essentially, I view rules design for a historical wargame as an exercise in "modelling". You are trying to come up with an abstract, simplified model that can give you key outcomes that roughly correspond to what would happen in reality. CA has done that for combat, movement (although not to the satisfaction of players, hence the Risk stuff), recruitment etc. It does not have supply, but we can abstract from that here as it is not crucial to the determination of civil war. Some rules for how to "share out the cake" when the faction fights itself are crucial to the determination of civil war and do need to be considered as there is nothing in CAs programming that covers a faction fighting itself.
I think advocates of the mercenary option do need to post some proposed rules for what they suggest. It can't be right that the only civil war rules we need are based about movement - we do need some rules for the mercenaries themselves. They need to clarify:
(a) spawn rates - modded or not?
(b) IGO-UGO or WEGO?
(c) no recruitment outside of civil war except for ...
(d) recruitment once per turn (Per settlement? Per avatar? Affected by rank?)
(e) paid for before or after Seneschalblows the budgetbuys regular troops
(f) disbanded on peace? GM keeps tab on pre-war mercs
etc etc
I am sure it can be done, but I can't see them being simpler than those I have proposed for drafting. I feel I am being shot down for proposing something that is complex when it is in fact just three sentences:
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1) Every other turn, civil war participants (combatants) can prioritize (draft) one unit in each settlement they own or have conquered during the war, regardless of their normal prioritizations.
2) Civil war prioritizations take precedence over ALL other monetary expenditures in the game and are done by the GM when implementing combatants' move orders.
3) When a combatant is no longer at war, he must give orders to the GM to disband one full strength unit for every unit drafted during the war.
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What I propose is that people think about specific changes to the above or alternative rules (e.g. based on mercs) and then we put them to Zim with a view to asking for a poll. If someone posts draft rules in this thread, I will include them in what I raise with Zim. Staying with the current draft rules where the Seneschal recruits everything will always be an option. However, personally, I would think this is one area where the current game can try to innovate on its predecessors. Our rulesets for WotS type games have "evolved" and civil war recruitment strikes me as an area where we can afford to try something new without worrying about rules overload.
To bring some closure, I suggest that we allow 48 hours for further brainstorming and firming up proposed rules. Then approach Zim with a view to a 2 day poll starting Sunday or Monday. Is that timetable acceptable or would people like more time?
Potentially we do have lots of time, as PvP stuff won't happen for a month or maybe half a year, but I feel it would be best to stop rules discussion for a (long) while once we get our avatars, so we can put our energies into IC stuff.
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