Mon Oct 08, 2007 3:28 pm
I guess I have not been clear in the designes for these 'sets' of mods I am developing.
The Desertion/Sickness Mod, City NM and Campaign Mod, and National Morale Mod are designed primarily for Human players, and the Easy AI. I know that the AI cannot plan the same way as human players, therefore cannot achieve same specific results gained via events. It will not realize that every turn their NM decreases by 1-2 points, and does no long range planning otherwize. Therefore, on Normal or above difficulties, the AI will not experience these events. Why? Because they already play according to these 'rules' (they gain attrition more than Humans therefore do not need Sickness/Deseration, they attack according to opportunity, therefore do not need the NM or Campaign mod to encourage them to take risks).
The goal of these mods is to put some pressure on human players (solo or PBEM) to do things somewhat according to history. The Sickness/Desertion mod is designed to have a drain on their manpower, so they have to buy more replacements instead of new builds. Plus, the lower your morale, the greater the drain.
The National Morale mod is designed to put pressure on a player who 'sits and waits'. CS and US players can both afford to sit and wait, take no risks, and attack only when 99% guaranteed of success. Most gameplay complaints and overanalysis show that as the CSA there is no reason to attack. Why attack when it is better to defend? With national morale decreasing every round, if you sit back and defend, the NM you gan from victorious battles should not cover the loss.
The Campaign/Cities NM mod is designed to provide players with specicfic city and campaign goals in order to make gains on NM. If players have low NM, then they must start an offensive to take 'NM cities' (which provide a one time boost of NM). Also, I am planning a few scripted campaigns, where if you capture and hold certain territories before a certain date you gan NM, VP, manpower, War resources and money (representing a historic campaign with specific goals, such as Lee's 1862 Maryland Campaign). It encourages 'raids' into enemy territory (like the CSA invasions of the North), as you get tangible results. Ignoring these objectives would result in a further decline of NM (troops, politicians, population get frustrated that you appear inactive, reacting to the enemy, and always on the defensive).
The Snowballing effect is as designed. If players let themselves get such low NM, then they should face massive desertions, and declined ability to fight. Basically, from day one your goal should be to keep NM above 100, and with a constant drain, you have to actually do something to keep it there (this makes events, like the 'march on Richmond' event more important).
The only time that NM should be increasing or stable is before the first major battle of the war. War is still glorious. However, after 1st Bull Run, the goal was to get the war over with. Why else was Lincoln always pressing his generals for the 'next great victory'. Winning at Gettysburg bought him reprive for 1863, but, by 1864 national morale was already drooping down again, requiring a new 'vicotry' to keep NM afloat.
The South, once it was invaded and had its defences breeched, was in a snowball effect. The size of the army deminished significantly, and it indeed was only a matter of time. The goal of players, of the CSA and USA is to keep their NM above 100, and at minumum above 50 (which I see as a failing mark). Again, the AI should not be given these specific rules as they play the game according to them anyway.