I have sorted through all the discussion of changes for NWOL-3, and listed every suggestion made. Where some were incompatible (eg, ban British-French alliances vs. make Britain pay a 20% VP penalty for allying with France) I have picked one or the other. I have eliminated suggestions that either I don't like, or that are too complex to do before NWOL-3 (the national goals suggestion is in this category). What's left is 25 suggestions. This forum is for commentary on those suggestions. I will eventually produced a revised list and then get down to work.
The list is divided into seven categories: victory conditions, new frags (including Bourbons and revolutionary minor state governments), map changes, diplomacy, scoring, land combat, and other. And it is:
Victory Conditions
1. Have the game end only if France achieves hegemony or if the Revolution is overthrown. France achieves hegemony by vanquishing all 4 continental majors PR/AU/SP/RU, or Britain and any two of the other four.
New States
1. Only allow France to create new fragmented states; all such governments are revolutionary, and would match the starting states, ie, there would be a Saxon government and France could create a Revolutionary Saxon government.
2. Create the Bourbons as a dependent of one of the other nations
3. Keep the cities in Germany and Italy permanently associated with their original owners. Only the Saxon and Revolutionary Saxon governments could raise rebellions in Saxon cities.
4. Monarchical governments of German and Italian states can never be destroyed, but revolutionary (French-created) governments would cease to exist if they lost their last city
5. Required holding at least half the cities of a frag before being allowed to create a Revolutionary state there.
6. Also allow France to also create revolutionary governments in minor states.
Map
1. Put the Austrian Netherlands under Austrian control rather than Dutch. Give Holland a financial bonus to represent Indonesian colonies and/or compensate for the loss of Belgium.
2. Poland should be a state of 11 cities (1793 borders).
Diplomacy
1. No active alliance between France and another major until the other major has been vanquished, and the VQ can be conceded but France must have held at least one city in the other major's territory to permit a subsequent active alliance.
Scoring
1. Instead of 200 VPs for city capture in battle and 100 for transfer, make it 100 and 75 for foreign cities, but 200 and 150 for one's own cities so that gaining a foreign city but losing a home city is a net loss. Also scale
them according to the level of the city.
2. A wholly-owned frag's score is not kept separately, but is added into the score of the controlling major.
3. For every Revolutionary government France sets up, +200 VPs. If Britain, once at war with France, ceases the war without overthrowing the Republic, lose 200 VPs (and probably they lose control of the Bourbon government as well). Transfer a French city to the Bourbon government, +100 VPs for any of the major nations that manages to do it. (All numbers subject to change for play balance. Additional actions may be added as well.)
Land Combat
1. Reduce the odds of shattering and increase the odds of routing, so that units fleeing lost battles are more likely to retain their coherence.
2. Reduce the fatigue penalty for routing from 5 to 3.
3. Allow shattered units to come back faster and with greater strength; recover in 1-2 turns if you have S/C and 3-4 turns if you don't.
4. In any tac phase that an Army has received % losses of a certain portion of the initial strength in a Strat. square, units have a possibility of involuntary rout
Other
1. Make the morale consequences of city capture or battle losses more distance-dependent for allies
2. Track ammunition separately, and only allow building ammunition in home nation cities.
3. The longer a unit has been out of supplies, the higher the losses are.
4. A nation's units that are outside its nation's borders should receive reinforcements via transfer only, no automatic rebuild (weaker version;
this applies only when the unit does not have supply and command)
5. Encourage the surrender of garrisons trapped in forts, or of ships that are trapped and can't flee.
6. Raise incomes and troop levels to something between the NWOL-1 and NWOL-2 levels
7. Pay CRs when a militia rebellion fails, and if a militia raise is unsuccessful, another cannot be attempted until the following campaign.
8. A build limit of a 9000 unit capacity Transport.
6 Month follow-up Questions
First round proposal for NWOL-3 changes
Steve,
I do have one question, kinda rhetorical, that I've been meaning to ask for a long time, but never before remembered while in front of my computer.
Why are the VPs that arise from friendly and enemy casualties based on raw numbers rather than on adjusted strength -- using the branch modifier? For example, if you kill a 4000 man infantry bde, you'll get 100 VPs. On the other hand if you kill a 400 man (4 bty) heavy artillery bde, even though it automatically and always has more combat power, you only get 10 VPs.
I appreciate that artillery, or cavalry for that matter, have a lot of limitations and strengths and a number based on just the branch multiplier might not accurately reflect its true worth. Still, it has to be closer, by an order of magnitude, than the numbers you get by using just the raw numbers.
I can't imagine that the coding would be difficult since the programme wouldn't be required to do anything other than a simplified form of the calculation it carries out for every combat situation.
Jim
Jim Voege
VP for Cavalry and Artillery
Not too far from the ideas Jim mentions I would submit that the matter of men in numbers is somewhat inflated versus the very real limitations imposed upon an army by the number of cannon and hooves that are made available by forage or through more normal supply conditions.
One look at the kinds of figures gazed upon by the various ministers of the Powers during (and especially after) leads one to understand just how important the costs of cavalry and artillery were to the Revolution as well as the Conservative factions.
Horses (usable for draft as well as outright riding by officers and cavalry squadrons alike) were a very real concern for the French - after every one of the Great Campaigns (especially Russia). Unlike the 1st World War when the decimation of the male child producing demographic was about wiped from the census, the years of the Revolution and Empire were ones of plenty for conscription and volunteerism.
Alternatively, England faced a different kind of force-pool shortage in that it had fewer men and fewer horses in comparison to France with which to replace battlefield losses. What it lacked in man/horsepower it succeeded in technology - cast artillery pieces. So for them, artillery was cheaper than men and hoof. ..not to the degree of the French, but the point remains. Austria was somewhere in between and Prussia, less so than Austria, but better off (in terms of men and hoof) than England.
As for Russia - same as it's always been - lots of flesh, not much on the tech side until the balance had already been tipped.
Spain - I don't know.
In the end, to make each state vulnerable to the historical realities might become too cumbersome. But to ignore those very real limitations seems also to be a bit to abstract. Afterall, we are using computers. I'd say more research on the idea is warranted.
VP calculations
No good reason, only because it's easier. Jim raises an excellent example, though I confess in that case I think it's the batteries that matter. If we compare infantry to cavalry, it seems to me that killing a 4000-man IN for 100 VPs should be worth more than killing a 1000-man HC, currently worth 25 VPs but worth 100 VPs if we applied the 4x strength modifier for HC.
At some level, though, the answer is because in terms of the nation's resources for the future, one man less is one man less whether he walks or rides.
One reasonable solution would be to give, say, 10 VPs for each battery destroyed in battle. Then the 400/4 HA would be worth 90 (10 for the men, 20 each for the batteries) which is a lot closer to 100 VPs than without the battery bonus.
On the other hand, this may be a question of "if it's not broken don't fix it."
Steve
I am a wizard. I make things using magic. SJS
VP Calculations
We just went through a battle outside of Mantua, and we had 3900 IN, 1500 HC and a Artillery unit. We were hit by 8 enemy units over 4 turns.
The Infantry and Artillery were both destroyed. The Cavalry lost 35% of its force.
If VP's are earned on merit, then it seems that to destroy an HC unit is AT LEAST as difficult as to destroy a 3900 man Infantry unit.
As it stands today, I would rather go out and destroy an MI unit and take the easy points vs battle with a 1500 man HC.
John Vanvark
VP calculations
Interesting topic. I have never had reason to think about it…
But…
Steve relates points to manpower. Now to be relevant, manpower must be important. For most states, NWOL2 did not have manpower as relevant but treasury. Thus this can be another base to ascertain points. Points could be also judged on cost factor rather than purely the manpower factor.
A basis for this is that traditionally Infantry were/are considered cannon fodder, while the other and fewer units are protected at all costs.
I wouldn’t place this as a high priority item; but worth some discussion.
Robert
NWOl 3 proposed changes
Another Idea;
NWOL1 had states coming up against the limits of manpower and/or treasury. The problem was that there were too many units.
NWOL2 had most states coming to the limits of treasury and had huge manpower reserves. This is true because currency was reduced but not the manpower pools.
Thus, for NWOL3… both pools can be adjusted proportionately from their initial position. Thus if we reduce income to 20% below NWOL1, reduce the manpower to 20% percent below NWOL1. This then represents that earlier in the war states had manpower reserves but did not need to tap the total potential and thus they are not seen as manpower available. As the war progressed the need to find more manpower to replace losses grew. The present model with the replacement system can then represent this well. It will tend to fill up manpower to theoretical limits; but only if a state is not always at war. This should thus help make both pools relevant.
Robert
NWOl 3 proposed changes
Diplomacy
1. No active alliance between France and another major until the other major has been vanquished, and the VQ can be conceded but France must have held at least one city in the other major's territory to permit a subsequent active alliance.
I can see and understand the reasoning of the Historical elements of the group want in this proposed rule. However, this does not seem to be well thought out and although it increases the game resembling history in one area it reduces it unintentionally in another area.
I feel that the biggest and most influential majors in this time period to be Britain, France and Austria. Of these Britain and France I perceive to be the more influential. These rules have the affect of taking these two power brokers and making them minors in RAR.
The unintended side affect of the proposed rules is to allow A,P,R to dictate coalitions. They now would have the power to say these are the points of the coalition, take it or leave it. Britain and France then either must accept what is the driving force of a coalition made by lesser powers or be alone. This of course wasn’t historical but would then also create the specter of France and Britain having a secret understanding as is now being practiced in the Caribbean summer game. Surely this is not the intended direction of RAR.
It is not desirable to have France and Britain allied. NWOL2 is held as an example. However, the example does not fit. Many have forgotten that in NWOL2, France and Britain did not start as allies. Britain was allied with A, P, R and was thrown out of that alliance. Only then did France and Britain cozy up as allies as what nation wants to be without another major in an alliance against other majors? Thus neither France nor Britain created the situation in NWOL2. It was created by A, P, R. To have rules making this group more powerful than France and Britain in RAR will do nothing to recreate history.
In the end, to make Britain and France non aligned; it will be essential to have players in both countries that are not naturally aligned. A little more thought will be necessary in making national teams. Doing this will go further in recreating history than rules that are easily circumvented.
Robert
Proposed NWOL3 rule changes
I cannot see voting on rules as an individual event but as how each rule affects the other existing rules and each other.
Victory Conditions
1. Have the game end only if France achieves hegemony or if the Revolution is overthrown. France achieves hegemony by vanquishing all 4 continental majors PR/AU/SP/RU, or Britain and any two of the other four.
The primary thrust of this rule and other similar rules is to reduce the overall strength of France in relation to the other majors. I can see upgrading Spain to be a major as she is oversized as a minor. This will give France a new direction to attack/defend and thus will reduce her strength. In conjunction with the latest existing RAR rules that the other majors do not need 3 vq’s to win; this will evolve into completely new directions for diplomacy once players understand the implications. Adding more rules may be too much at once.
I have also come to understand Jim Voege’s reasoning for making France stronger. The trend in diplomacy is to go for France first as until now either France wins or everyone else loses. With the latest version of majors not needing 3 VQ’s for a win, there is more wiggle room for the others to finish first. However, France is weak initially against a coalition of majors and this weakness is magnified with the inclusion of Spain as a major. Thus, as Jim has previously stated, France needs to be more powerful. This, I presently see as an initial advantage that disappears over time. To this regard I see that initial French strength should be pumped up by adding about 10 points experience as a variable from 5-12, and a morale increase but not parameter increase of 7-15. Both variable will make France initially stronger but she will lose them during the course of the game. Morale would be gone during the course of 1 or 2 seasons and experience will even out after 1 or 2 war campaigns. These can be different time periods but in the way we have been playing they are essentially the same seasons.
Land Combat
1. Reduce the odds of shattering and increase the odds of routing, so that units fleeing lost battles are more likely to retain their coherence.
2. Reduce the fatigue penalty for routing from 5 to 3.
3. Allow shattered units to come back faster and with greater strength; recover in 1-2 turns if you have S/C and 3-4 turns if you don't.
4. In any tac phase that an Army has received % losses of a certain portion of the initial strength in a Strat. square, units have a possibility of involuntary rout
OK…. But especially in the last point (4) as much as practical all units should retreat in the same direction except for those who cannot do so for having that exit route blocked. Thus it would seem that retreat direction for forces in a square should be established before combat begins and units that retreat, rout try to move in that direction and only deviate when movement is blocked.
Unmentioned rules
Some proposed changes were missed by this review and yet would not engender much code change.
Seasons – Winter. I cannot see having a winter turn in the game. There are those who argue that as campaigns have occurred in winter there should be a winter campaign. However, when there is no weather in NWOL a winter season is not winter but summer. Having 4 summer campaigns in one year is too damaging to RAR and other segments. It increases the probability of the Total War Mentality of many players. Thus this season should be dropped and made a mandatory, Peace/Truce season.
Moving money between states – In conjunction with the above there should be no treasury transfers between states in a war season. Although it is possible to move money in a war season, it is not instantaneous as we do transfers. It took time to negotiate a money transfer and then move the money and this mandated a troop escort which costs money none of which is reflected in the game. Thus it is better to have no war campaign treasury transfers so as to make alliances more fragile. As it is still permissible to build supply/stores and ship it to war allied states, in this sense wartime money transfers still exist. It is just not possible to prop up a weak ally whose treasury is not sufficient to go campaign after campaign in war.
Robert
Proposals
Shockingly, I approve of all changes.
With the exception that i see Matt's point regarding frag expansion. How about add as a codicil that the ownership of frag cities can be transferred by treaty. So for example Lombardy could cede a city in order to avoid a permanent occupation. I think this would allow the states existing within the old European political structure to play the limited expansion game while still allowing France to overturn the old order.
First round proposal for NWOL-3 changes
Comments at @@@
Map
1. Put the Austrian Netherlands under Austrian control rather than Dutch. Give Holland a financial bonus to represent Indonesian colonies and/or compensate for the loss of Belgium.
2. Poland should be a state of 11 cities (1793 borders).
@@@ These smack of change for the sake of change.
Scoring
1. Instead of 200 VPs for city capture in battle and 100 for transfer, make it 100 and 75 for foreign cities, but 200 and 150 for one's own cities so that gaining a foreign city but losing a home city is a net loss. Also scale
them according to the level of the city.
@@@ Anything that de-emphasizes cities is a good thing so that only cities of military importance are real targets. Which level are you referring to? Defence, economic or both? I like the idea and I suggest it be both.
Land Combat
1. Reduce the odds of shattering and increase the odds of routing, so that units fleeing lost battles are more likely to retain their coherence.
2. Reduce the fatigue penalty for routing from 5 to 3.
3. Allow shattered units to come back faster and with greater strength; recover in 1-2 turns if you have S/C and 3-4 turns if you don't.
4. In any tac phase that an Army has received % losses of a certain portion of the initial strength in a Strat. square, units have a possibility of involuntary rout
@@@ I would be concerned that a loss of decisiveness would not be historically accurate. In this era while defeated armies were able to reconstitute it was typically only far to the rear of their present position with usually much loss of territory. These proposed rule changes would typically scatter a defeated army in all directions (routing is not directionally intelligent) and thus leave the victor surrounded by a "cloud" of beaten but still potent enemy units. It is not very historical and it could make battles pointless. This is still intended to be a war game is it not?
Other
1. Make the morale consequences of city capture or battle losses more distance-dependent for allies
@@@ Oh yes please.
2. Track ammunition separately, and only allow building ammunition in home nation cities.
@@@ Don't get this one. Ammunition is largely fungible, like food. Captured enemy ammunition can be used even if it has to be re-cast -- it is one of the advantages of a soft metal like lead. Powder, of course, is powder wherever it is found.
3. The longer a unit has been out of supplies, the higher the losses are.
@@@ I have real concerns with this one. One the one hand the sense of the proposal is self-evidence. On the other hand it was essentially French doctrine to avoid the encumbrances of a normal supply train -- a doctrine that failed to work only in poor country such as Spain and Russia, but elsewhere provided the French armies with a considerable advantage in speed and flexibility. The game should reflect this. It is the single thing that made the Napoleonic era of war, at least as practiced by the French, different from all that had preceded it.
4. A nation's units that are outside its nation's borders should receive reinforcements via transfer only, no automatic rebuild (weaker version;
this applies only when the unit does not have supply and command)
@@@ I continue to believe that in reality reinforcements arrive at units throughout a campaign, in a steady flow. The fact that we choose, for convenience, to represent this steady flow by a once-per-campaign reinforcement en masse is merely a simulation and not problematic. It seems to me that restrictions such as those proposed should only occur where it can be conclusively shown that no flow of reinforcements is possible at any time during the preceding campaign.
6. Raise incomes and troop levels to something between the NWOL-1 and NWOL-2 levels
@@@ I would be surprised if anyone didn't agree with this one.
7. Pay CRs when a militia rebellion fails, and if a militia raise is unsuccessful, another cannot be attempted until the following campaign.
@@@ I saw Matt's objection to this and, with the greatest of respect, must disagree. If you take Northern Italy for example, I think you will find that city garrisons typically numbered in the hundreds, not thousands, and in response to a rebellion reinforcements of no more than a small brigade were generally sufficient. Once put down a rebellion typically lost its leadership and had to be reconstituted from scratch. So I like these rules as being historical (in most cases) bearing in mind that a continuation of an 8000 garrison rule is still very onerous for the occupier. It will also help move us away from unhistorical city-centric operations.
Jim
Jim Voege
Jim's Ratings
I agree with all of Jim's comments, especially Other(7). His comments are bang on.
I have only one additional item.
Victory Conditions
1. Have the game end only if France achieves hegemony or if the Revolution is overthrown. France achieves hegemony by vanquishing all 4 continental majors PR/AU/SP/RU, or Britain and any two of the other four.
>> suggest France achieves hegemony by the following - PR/AU/SP/RU, or BR/PR/AU, or BR/PR/RU, or BR/AU/RU, or BR/SP/AU, or BR/SP/RU. Note the combination of BR/PR/SP is not a winning condition. This is because Spain and Prussia are the two weakest majors (if SP is even a major). France allied with RU and AU is a very powerful combination that should not be permitted.
John Vanvark
re:Jim's Ratings
If France can keep Austria and Russia both content with the alliance then they deserve the RAR win. also keep in mind that they can't actually be allied with Austria and Russia without VQing them so the effectiveness of this will be limited. Lastly, getting the VQ against the UK becomes all the more difficult if they don't have the Spanish on their side.
-Nick
25 suggestions
If we have to go through comments again on all 25, it will be awhile. Perhaps some kind of poll of which are favoured, which are not. But only vote on the ones that you think matter (or that you actually understand). Perhaps a rating 1 thru 5 for each? If the average rank is a 3 or higher, the suggestion is implemented.
Makes it quicker.
John Vanvark
Proposals
These are being put out only for additional comments, if any. Given that the initial
discussion was rather thorough, I don't expect a lot of additional comments. However,
I think it makes sense for people to be able to see which ones I intend to do and
which ones not, and say "well, if you're going to do A and B but not C, then we
need to think about D a little more" or similar comments that involve understanding
how the changes work as a group, rather than individually.
We won't do a poll or votes on these. Ultimately, only the coder can judge what
is possible or desirable and what is not. Successful games are not designed by
majority votes. That said, it is wise for the coder to include input from the player
base in the decision process, if only to avoid oversights (of which I make no small
number, I assure you, if I do not bounce ideas off the players in advance), but
also because, as experience shows, you all think of many good things that don't
occur to me.
Steve
I am a wizard. I make things using magic. SJS
First round proposal for NWOL-3 changes
Steve,
Under New States, will any of this effect the ability of a fragmented state to absorb another frag's city? If so, I say scrap it. Frag's need to have this ability to grow and increase their strength and influence.
7. Pay CRs when a militia rebellion fails, and if a militia raise is unsuccessful, another cannot be attempted until the following campaign.
No on this. Only gives an advantage to the occupier. The garrison limits were set to show how expensive and manpower draining it was to occupy cities. Now one failed militia attempt, and the city can be left empty without the threat of another revolt for up to an entire campaign. Maybe a small Crown penalty with failure, but nothing else.
Mark Majewski