After Multiple PBEMs, most in 1.01, Here's my condensed recommendations of changes, both listing what I believe to be bugs and general improvements which will add balance and fun to the game:
WAR PLANS
1. The NM changes for all plans across all factions need to be halved.
Right now, NM is the most precious asset players have. If we’re going to keep the current setup, at least make it so no one faction can have 20NM over the others right out of the gate.
EVENTS
1. Entry event for Hindenburg. Fires only if Russia does not enter German territory; activates in Late August unless Germany chooses Moltke, then activates in Late September instead.
It’s far too easy to just ignore Germany altogether and keep the best CP general out of the war. This flat out needs to change.
2. Armenian Genocide only fires if Russia takes its Caucasus objective.
I don’t see any better way to do it, since the incentive wouldn’t be there if Russia doesn’t advance. It would also (obviously) give Russia a reason to advance in an otherwise rather barren front.
3. Italian Concessions fixed to give regional, not diplomatic, RA to Austria, and 15% CP alignment to Italy.
Per the event tool-tip, and other reasons outlined below.
4. Italian War Goals gives 15% WE alignment to Italy. Concessions and War goals made opposing and if both are fired, the second is worth 5% less than normal. Since Concessions usually activates before War Goals, this would be interesting and encourage a more tense diplo game.
Right now there’s no pressure on either side to try to woo Italy. If the changes in 3 are coupled with the changes in 4, then the total alignment shift would be 15% CP to 30% WE for all Italian-specific events if the CP plays first. Currently, it’s 20% CP to 40% WE, no matter what, and since CP influence is 10% less than WE influence, there’ll be a larger interest despite the influence ratio remaining the same.
5. Lusitania changed to be random 2-3% chance per turn and cannot be activated before 1915. Subs and raiders do not affect chances and US alignment change reduced to WE 15%. The subsequent presence of subs and successful sinkings have one chance per turn to affect US alignment regardless of the number of ships sunk.
This and 6 absolutely need to change. Currently, as the CP you can just ignore the lost cause of Italy and drop your diplo in the US on turn one. So long as you keep your raiders (any bloody surface ships) and subs out of the Atlantic box, Lusitania will never, ever fire. Don’t fire Rape of Belgium, don’t send a diplo to Mexico, and stay away from the Atlantic Shipping Box like it has the plague. So, since the WE very much needs Italy, once they feel they can get Italy and shift their major diplo, you’ve already gotten US alignment over 90% in your favor. The U-Boat visit and election of Hughes (all but guaranteed) will keep the US out of the war until mid-1918 if they even enter at all. Both guarantee no significant US forces will ever see combat. Changing the event opens the Atlantic Shipping Box to CP raiders and subs, thus preventing an ahistorical and unintended concentration of CP raiders/subs in the Med Shipping Box. It also removes any CP incentive to delay box raiding/undersea warfare until 1917 or so.
6. Zimmerman Note has 2% chance per turn to fire regardless of CP diplo efforts in Mexico and cannot be activated before 1915. Reduced to WE 15% in effect.
Coupled with 5, this would open Mexico as a legitimate CP diplo target. The current implementation means Mexico has the Atlantic Shipping Box Plague. Understand this: I want the CP to be able to keep the US out of the war, but it should be a gamble, not a guarantee, just as it is with the Balkans and Italy.
RGDs
1. Fix Zeppelin Raids to give 1% RA to GB.
Simple bug, and needs fixing.
MAP
1. Mines get removed properly when all adjacent coastal regions are 100% MC for the occupier.
Again a bug. This was a specific issue with Calais in one of my PBEMs, but I won’t be surprised if there are a couple more. AGEOD and betas can’t check everything.
2. The CP mines bordering the two easternmost Italian coastal provinces need to be removed (Gulf of Venice sea region, I think). It's possible to surprise and destroy large portions of the Italian army in the first few turns after Italian entry and there's nothing the WE player can do to prevent it if the mines are left in place. Speaking from game experience on this one.
Self-explanatory. I just did it against the AI with traffic, so a very meticulous player could do it against another player.
3. Italy needs mines off western coastal regions. If they do go CP, you can land in Rome and deal a massive blow to the CP, not to mention other western Italian ports.
Again, self-explanatory. A CP Italy is massively vulnerable on the western coast.
4. Objective NM cities need to be introduced, worth 2-5 NM apiece. About six or so per major, one or two per minor (excepting Belgium when invasion war plans are chosen), all behind traditional fronts.
I really want to see this one. You can take half of France, half of Russia, hell, half of all the majors and all but a few key provinces of the minors and it doesn’t affect them one bit. Since articulating production for cities would be a major drain on AGEOD’s limited resources, I propose adding NM objectives to VP cities, just like CW2. An example for France would be Verdun, Sedan, Le Havre, Lyons, etc. The harder they are to take, the more they’re worth. I really think this would drastically change the way people play the game, and Russia would no longer be facing a strategic desert in Prussia. This bloody needs to happen, folks.
OOB
1. Aircraft need to be much less prevalent at start and cost much less in money and conscripts, as do their replacements.
Here’s what I’m seeing repeatedly in PBEM: One faction invests heavily in fighters, then those fighters shoot down everything in sight over the spring of 1915. It then becomes a series of compounding returns for the victor leading to 5 star squadrons which can easily hold their own against relatively equal numbers of next-gen fighters. I think if we cut down the number of targets while simultaneously increasing the accessibility of aircraft recruitment, we’ll see more aircraft, fewer 1915 Flying Circuses, and a more accessible and historical aviation game while retaining the current deadliness of air combat.
OTHER
1. Implement NM normalization events to prevent huge disparities OR remove the NM drain from war weariness. Factions should be more focused on diplo RA anyway.
I really want to see something here as well. Currently, players will do anything to prevent NM loss. Suicide-sallying from breached forts, refusing battle at any cost unless it guarantees a win, fleet-in-being tactics when they make no sense… it goes on and on. NM is the Most Precious Element in the Universe. All the while, RA gets ignored since the zero-sum game of NM simply requires you to reduce your opponent’s NM below the remaining number of turns and hold it there. Victory! In 1914! Never-mind the remaining 84 turns to get there, you just won.
2. Reduce the cost of unlocking generals.
Again, self-explanatory. SUP and MUN support units are expensive enough, not to mention the high cost of naval units from subs to destroyers to merchants, and that excludes point 3. We’ve already gotten more conscripts, so let’s smooth the curve of the single most limiting factor to army growth.
3. Fix the WE transport bug.
This is an old pet peeve of mine, but no one gave a damn when I made a thread back in 1.00. Guess what? The WE can’t do anything past 1917 because they have no transports, so everyone who ignored that thread can just give up their long-term games if they didn’t build transports. What happens is WE transports lost their entire capacity; entirely randomly, permanently, and for no known reason. I’ve tried relentlessly to track or narrow down the cause of this, but I’ve had zero success. Here’s what I know: 1) Random. Not tied to ports, nationality, mission, or destination. 2) I’ve never seen this with another faction. Knock yourselves out; I’m frustrated and give up, so fix it your damn selves, community.
4. Alter traffic rule to exclude naval units from traffic effects. This and the transport bug being fixed will free up significant WE naval assets for other uses and make the naval game more dynamic while still providing the CP with naval iniative.
I remember Pocus saying (or at least I think I do) the first is fixed, but the naval game needs a bit of love. Right now, almost every WE naval asset is tied to the boxes and there’s nothing left for patrols and interception. Fix the bugs and the naval game again becomes a contest.