elxaime wrote:If they make a CW3, I'd love to see them give more attention to the political considerations and restraints faced by both Lincoln and Davis. I realize there is some of this with the On to Richmond rule for the Union (which needs some work too). But one thing to remember is that neither Lincoln nor Davis was an absolute dictator. They both had to keep coalitions of states happy, at a time when states meant more than they do now. This often meant mustering forces and fighting battles in locations that perhaps made more political than strategic sense.
RUS has an interesting take on this, with its identification of some forces with specific geographic regions and the assignment of the most senior officers to GHQ established in set locations. You have events that affect the leadership and you have generals like Stalin who have strongly negative impacts that you cannot resist. Players for both the Red and White forces are forced to do the best they can with what they have, while still leaving plenty of room for creativity. But you really feel that you are immersed in the politics of the Russian Civil War. By contrast, CW2 too often feels like what matters is crunching the numbers to get the Killer Stack as early as possible where you want it. McClellan gets sent to the rear, etc.
EAW also has, albeit only at the start, the Strategic Plans that each side can choose. These affect initial dispositions, cohesion bonuses and victory locations. The EAW ultimate mod also adds the idea of yearly "grand offensives" which have each player choosing regions where they will make their greatest efforts. I could see such strategic plan choices as spicing up CW2 substantially.
If they make CW3, they should definitely get the EAW and RUS designers into the loop to offer ideas.
Gray Fox wrote:Successfully leading an army in battle is the worst job on the planet. You train young men to be butchers who must do things that would make beasts in the jungle run away. In a way, I suppose we should be proud that most Union Generals were really bad at this, as though we were hopefully too civilized for such things. A nation with overwhelming numerical, industrial and materiel might was stymied for years by a lack of military leadership. Good Union gamers don't suffer from this, because we can figure out what should have been done and just do it. If we fight battles with unbridled carnage, no newspapers crown us as a Satan and the world won't treat our nation like we should be living in caves. Perhaps until 1863, the Union should actually lose NM based on casualties, even if a battle is won.
Captain_Orso wrote:[TABLE="width: 500"]
Honestly, I have no idea what that would actually look like, and to represent it properly, it should entail more than some events and changing parameters to represent the effects of 'politics". The true conflict is actually is the politics, but I have little to no idea what that actually looked like. We are presented with the finished product of a set of obscure ---and probably mostly secret--- interactions in the midst of conflict, giving birth to an Act, a Decree, or some policy decision. Reducing that to a set of variables is the opposite of what von Clausewitz was trying to convey. Politics drives war and not the other way around.
I wonder if it could even be possible to do it well. Since politics includes very personally motivated decision, there are unlimited decisions each character in a game might choose, which would be impossible ---under current technology--- to program. One would have to reduce possible activities to a finite set of choices, which would have to represent each character's personal traits within their circumstances. Who could even define each and every character and their events? Damn, it would be like The Sims™ driving Civil War[SUP]3[/SUP]™ ...
Cardinal Ape wrote:@TeaTime, I do like the concept of decreasing the command radius, though I fear that it may be more detrimental to the CSA than the Union. The CSA has far fewer 3*'s to work with, I fear it may stretch them too thin.
Teatime wrote:8<
@Captain Orso
I like where your idea is going but, as you point out, it would need changes beyond what we can mod now.
The principal would be that district commands also would have political & seniority values. This could then be assessed against the generals seniority and political value to determine penalties if you place a low seniority general in charge of a high seniority district or vice versa.
i.e Virginia would be the highest seniority district and placing anyone but the most senior general in charge of it would give you a penalty.
Would not be too hard to flesh that idea out
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