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Erik Springelkamp
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Posts: 412
Joined: Sat Dec 03, 2011 2:40 pm
Location: Groningen, NL

Reinforcement Schedule

Thu Sep 20, 2012 2:29 pm

I am enjoying the first game of AJE (playing Rome against Spartacus, not all going well).

What I think would be useful is some better description of the scenario's:

When you play a scenario for the first time, you have little idea of what you can expect, so your strategy becomes really a blind gamble.

If you have a general idea of what reinforcements you might receive, you can at least plan ahead a bit.

Once you play a scenario a couple of times, you will be able to design a sound strategy, but for me that is not like the real thing: a real commander couldn't fight a war several times until he won.

The most enjoyable time for a scenario is the first time, because everything is new and unexpected, but because of a lack of information you can rarely play it well.

In reality the leaders would have a vague idea where support might be coming from and they would use that information in their plans.

Although it would be nice if the game would show you your reinforcements, with some probabilities and maybe incomplete, but because that would imply a major programming effort, maybe one could just add a textual description to the scenario's with additional information, even just here on the forum.

I am sure that would make the game much more enjoyable for me, as I would be able to perform better that unique first time I play a scenario.

This is not a wish just for AJE, I feel the same about the other AGEOD games.

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Thu Sep 20, 2012 2:44 pm

i think wouldnt work in some scenarios, the replacements are not linear, nor the term describing them.

take the most known yet, Spartacus scenario, as worse you are beaten up by the slaves, as more troops you get. if you can at least hold them in check, preventing loosing of too many men, national moral etc, you might not see additional troops for over two years...
additionally you get "real" replacements, no new units but replacement chips for free.

other example, in the grand campaign you need to have access to an area like Africa, otherwise of course you couldnt build African legions.

you see what i mean? Depending on your action as player, the gravity of your actions, the military emphasis, you might end up in total different situations.
Additionally there are probabilities set in diplomatic actions and events, also events which are bound to the decisions of different AI factions.
such a oversight what might happen (with a close schedule), contradicts the event character. But try the Marius Sulla scenario and you get a clue that they have thought of it partially, the events chances by faction.

i can only say, even after all the testing the AI still catches me by surprise and i rather take my odds with troops i build myself. and the best... the AI could still be improved in future...
...not paid by AGEOD.
however, prone to throw them into disarray.

PS:

‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘

Clausewitz

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