ajarnlance wrote:Yes, I am finding the same faults in PBEM games as the CSA. Experienced Union players have learnt to sit and build for two years before launching an overwhelming onslaught with the predictable resulting defeat for the rebels. I totally agree about the problem with fixed militia being overrun in cities: the NM penalty for this is excessive. You are also correct that the Southern morale remained very high throughout the war despite their mounting defeats and losses. The game doesn't model this accurately. The main issue that needs to be addressed for me though is the excessive caution by Union players in the early game. This should be penalised. IRL there was immense political pressure on the Northern armies to attack the South, especially from the "on to Richmond" crowd. I like your idea of penalising the Union for every turn that the South holds a Union city. This should be much more severe in both VP and NM hits for the North. This would also encourage historical behaviour from the Confederate player who will have a big incentive to invade the North as Lee did twice. Not so sure about far flung western outposts being burned down, but cities closer to the Northern heartland should definitely be worth more to conquer and hold.
As it is the game is broken. The Union just need to sit, build and wait for 1863. It is still a lot of fun to play. It just needs rebalancing. I don't think it would actually take that much creative thought or programming time to fix it. Problem is the small AGEOD team are stretched more and more over a growing number of games. TEAW is I am sure their top priority right now. It is disappointing after all the hours I have invested in this wonderful game to discover that the only choices are playing against a dysfunctional AI or PBEM that exploits the game's flaws.... The promised land is there but it needs the design team to really focus on the overall game play... I fear that they have to spend their valuable time fixing nuts and bolts instead...
minipol wrote:There has been a recent thread where this subject was touched.
The Union should get less VP at the start of the war so they are forced to attack cities for VP.
If they haven't captured some objectives by 1863 (or i the CSA has a significant VP lead), the war should be over as the South could claim it hasn't been succesfully invaded.
minipol wrote:There has been a recent thread where this subject was touched.
The Union should get less VP at the start of the war so they are forced to attack cities for VP.
If they haven't captured some objectives by 1863 (or i the CSA has a significant VP lead), the war should be over as the South could claim it hasn't been succesfully invaded.
pgr wrote:+1. The union player really has no pressure to move quickly. Have suggested in the past that there be re-occurring NM hits for the Union as long as certain stratigic areas remain unsecured (I'm thinking Richmond, Vicksburg, and Atlanta). Something that would mean that a union player that just sits will have a big NM problem by 1863-64 (big enough that the 64 election event could cause the Union to loose). Just for giggles, I once ran the game with AI off, without making any moves. Every year the Union NM rose (through events and resiliency) and at about 105 in 1864, without literally any movement.
Of the problem with playing with NM is that it impacts combat....so you could wind up causing a spiral
I do wonder why NM impacts combat at all. In reality, a force's moral really came form its local conditions and commanders. Why would a militia unit in Kentucky surrendering impact how the ANV fights in Va? My understanding is that NM globally modifies cohesion (correct me if I am wrong), which makes it likely VP spirals develop.
If NM was detached from combat, then it could be played with more as a "political support" indicator that could be played with to help balance the game.
FelixZ wrote:There is a gain of about 450 VPs available for an aggressive CSA player in the Western Plains (Texas to Minnesota).
ajarnlance wrote:But is that historically accurate in any sense?? So now I send my best generals and troops way out west to collect VP points... Historically at the beginning of the war the areas that concerned Lincoln ie where he felt threatened by the rebels were:
1) Washington (of course)
2) Kentucky
3) The corridor north of Kentucky to the great lakes (Think Louisville/ Indianapolis to Cleveland) which could have cut the Union in half.
The real issue if you play the CSA in PBEM is that there needs to be more incentive for the Union player to invade the south earlier in the game... that is go south young man... not westAlso I am not seeing the Union do much to attack forts along the CSA coast like they did IRL. Maybe a Union player could address whether the game provides enough incentive to do this currently.
ajarnlance wrote:But is that historically accurate in any sense?? So now I send my best generals and troops way out west to collect VP points... Historically at the beginning of the war the areas that concerned Lincoln ie where he felt threatened by the rebels were:
1) Washington (of course)
2) Kentucky
3) The corridor north of Kentucky to the great lakes (Think Louisville/ Indianapolis to Cleveland) which could have cut the Union in half.
The real issue if you play the CSA in PBEM is that there needs to be more incentive for the Union player to invade the south earlier in the game... that is go south young man... not westAlso I am not seeing the Union do much to attack forts along the CSA coast like they did IRL. Maybe a Union player could address whether the game provides enough incentive to do this currently.
FelixZ wrote:I agree it is not historic - but stockade warfare has been added to the game (it was not part of AACW).
And a Union player who chooses to not advance until 1863 is also not historic. One solution is to find another opponent. My solution is to advance in 1861.
I believe there are two major problems with the game - automatic garrisons and the old Manassas event.
Automatic garrisons
ajarnlance wrote:But is that historically accurate in any sense?? So now I send my best generals and troops way out west to collect VP points... Historically at the beginning of the war the areas that concerned Lincoln ie where he felt threatened by the rebels were:
1) Washington (of course)
2) Kentucky
3) The corridor north of Kentucky to the great lakes (Think Louisville/ Indianapolis to Cleveland) which could have cut the Union in half.
The real issue if you play the CSA in PBEM is that there needs to be more incentive for the Union player to invade the south earlier in the game... that is go south young man... not westAlso I am not seeing the Union do much to attack forts along the CSA coast like they did IRL. Maybe a Union player could address whether the game provides enough incentive to do this currently.
ajarnlance wrote:I don't blame experienced Union players for sitting and building until 1863. The object is to win the game and they are using the best strategy to achieve victory. My beef is with the design of this game which encourages Union passivity for the first two years. Not only is it not historical it is incredibly BORING to play against.... As I have said in another thread: I want a WAR game not a BORE or is it SNORE gameGive the Union a reason to fight earlier, as IRL.
ajarnlance wrote:I don't blame experienced Union players for sitting and building until 1863. The object is to win the game and they are using the best strategy to achieve victory. My beef is with the design of this game which encourages Union passivity for the first two years. Not only is it not historical it is incredibly BORING to play against.... As I have said in another thread: I want a WAR game not a BORE or is it SNORE gameGive the Union a reason to fight earlier, as IRL.
havi wrote:The union needs more "Political" pressure to advance in south, so why not give it to them. No proclamation of emancipation if there isn't enough VP and VPs u got when u go south. Or something like that ?!
FelixZ wrote:We can't control our opponent (except by taking the initiative).
There are players who do not sit back until 1863 - Gray Fox, Ace and Liberty Bell are examples. They do not require an artificial reason to fight.
Find one to avoid a Boring Game.
FelixZ wrote:Strange that Pgr still holds these thoughts - I've played him twice as both USA and CSA - and have demonstrated the power of taking the initiative.
havi wrote:Well yes u r right kinda. But in RL if union just sit 3years behind their trenches the Abe would been kicked out and we had 2 states in U.S.A now so some penalty there have to b if u just sit and play with your nuts 3years.
pgr wrote:Hey FelixZ, we have indeed had some good runs (btw...orders are coming, RL jumped up on me!). I'm sure you would agree though that a Union player has a lot more flexibility about when and where to strike. The South really has to come out swinging, and hope to put the USA on its heels early because it gets harder as time goes on. The North of course can come out aggressive (as you have done so effectively in our game), but the North only gets stronger as time goes on.
Given that is pretty easy for the North to flub things up early (say by having a Bull Run collapse followed by a reb rush to Washington in 61), it makes a lot of sense for a Union player to sit and go when he is good and ready. What the other posters on this thread are observing is that there really isn't a big downside to this, because nothing really models the political pressure on the Lincoln administration to act.
ajarnlance wrote: IRL Lincoln just kept firing generals until he found one (Grant) who was aggressive and would fight. Politically I don't think Lincoln could have kept the northern people's support for the war without at least one major victory/ objective taken in the first two years. Maybe when I have grown in experience in the game I will be ready to take on one of the masters out there...
FelixZ wrote:We are stuck with how history played out. But if we have a hard coded simulation which just is an exact re-creation of history - what kind of game is that? Better to allow many outcomes.
Hard coding, restricting player initiative is not the answer. After all, everyone has their own ideas about history.
pgr wrote:Just to re-enforce the point, the 1862 congressional elections were a pretty darn good illustration of the political pressures facing the Union.
"The mid-term elections in 1862 brought the Republicans serious losses due to sharp disfavor with the Administration over its failure to deliver a speedy end to the war, as well as rising inflation, high new taxes, ugly rumors of corruption, the suspension of habeas corpus, the draft law, and fears that freed slaves would undermine the labor market. ... The Republicans did keep control of the major states except New York. Most important, the Republicans retained control of the House, in spite of falling from 59% of the seats to just over 46% because of their alliance with the 24 Unionist representatives; the Unionists were a group of disaffected pro-war Democrats who broke with their party during the previous Congress. The voters, editorialized the Cincinnati Gazette, "are depressed by the interminable nature of this war, as so far conducted, and by the rapid exhaustion of the national resources without progress.""
Lincoln's party lost its absolute majority, and only retained control thanks to a coalition with pro-war democrats. This of course was AFTER Western Tennessee and New Orleans had fallen to the Union. The official position of the Democratic Party was a negotiated end to the war. One can assume that if no progress had been made by November 1862, Republican losses would have been even bigger, there would have been a Democratic majority in the House, and they would have forced Lincoln to negotiate a settlement.
This kind of pressure isn't really modeled at all in the game. I suppose the best way to do it would be to create some events that impact NM (if there are any budding modders out there!)
As for it being "artificial," no more so than the system of VPs currently in place or the arbitrary NM impact of destroying single fixed militia elements, plus it would have the benefit of modeling the historic political context.
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