The good:
This is the best AGEOD game yet. It is also full of potential, and hopefully we will see a DLC that focuses on diplomacy (for multiplayer) and a DLC that has 1812 and 1809 starts (1812 start would be perfect for PBEMs).
The map is beautiful, the game is relatively smooth and new ledgers, national modifiers and history screen is something that should become staple of AGEOD games. Again, the devs and everyone involved, thank you so much for this gem. It just needs a tad bit of polishing to become hands down the best wargame I have ever seen (and most people will probably agree with this).
The ugly:
There is some balance issues (Prussia should not be able to join before 1806 without what if modifier), some bugs and missing strings, and some battle-related problems. For example, casualties are too high, but the devs are already working on this. I also think that NM gain/loss should be toned, especially for naval battles, because the gain/loss is too big at the moment, considering that the game is 500+ turns. All of this will be solved through patches, so no worry there, a bunch of people are working hard to spot all the bugs.
The bad:
Replacement system, as pointed out by Vicberg in another thread, is not very good. Can we please at least have an option to switch to the all system with separate unit types? As Britain, I do not have a lot of manpower, so I want to focus on only replacing my elites for example. I cannot do that with simplified system. Also, this system does not really work for captured ships, as far as I noticed. The system for previous games, like EAW, would make so much more sense and it is not any more complicated than the current system, so no fear for newbies (which can anyway turn on automated replacements). The units already have element designations (elite, regular, militia, light cav, cav, heavy cav, service, field arty, heavy arty, horse arty, supply, light warship, heavy warship, raider, etc. you have got the point). Why take away a perfectly good system and dumb it down, creating issues?
Finally, the one element that is truly lacking is diplomacy.
In the end, there can be only one winner, and while March of the Eagles simulated this quite well (if you have ever played multiplayer you will know of stabs in the back, trades and constant feeling of being on the edge), the diplomacy in WON is not on par with the rest of the game.
My suggestion is to at least have an option for an alternative system of diplomacy for PBEM, if people would be too opposed to non-historical outcomes for single-player. Again, I really appreciate how historical AGEOD is, especially in comparison with Paradox or the CA. Still, some sandbox is good for PBEMs, and it is not very much possible to do this now. For Ottomans and Prussia, there is not much to do right now due to limiting diplomacy.
My suggestion:
- To annex territory, one has to defeat 90% of their armies and occupy all their city provinces and have 10% loyalty in ones wishing to annex. This seems reasonable enough, open for balance. If the state is guaranteed, one has also to defeat the major guaranteeing it.
-Annexed provinces with low loyalty should rebel and have less production and supply, forcing a player decide between annexing small states or allying themselves with small states for better supply and to use them as buffer zone
-For Peace Treaties, associate non-structure provinces with city provinces (so you get all the associated non city provinces when you annex that city, i.e. Nassau comes with a province to the north and two provinces to the south), so only city provinces count (becoming regions in their own way)
- All the cities should have around 30 peace value (an average city), with modifier based on city size and the amount of remaining cities (for example, getting one Kiel from Denmark should be around 40, taking in consideration the size of Denmark and size of Kiel, while getting Nassau should be close to 90- 30x3 modifier, taking in consideration that it is Nassau’s only City)
-So, one or two city states could be annexed in one war (I have an excel table with the number of cities for each minor, there is 22 minors with 1 or 2 cities), while Sweden could not be annexed in less than 7 wars for example. Seems reasonable enough, especially when considering that most majors have around 50 cities
- Annexing a state would bring a diplomatic penalty, let’s say -10 with all majors, and -15 or -20 with majors with their sphere of influence there (ex. Prussia, France and Austria for German minors, Spain and Ottomans for North Africa, Russia and Ottoman for the Balkans and Caucasus, etc.) This would mean that a hawkish Prussia would be stopped by Austria and/or France. It seems historically plausible to me.
- The cost for puppeting should probably be half, and liberating nations can give some diplomatic bonus
- With the current objectives for every major (F9), this would make much more dynamic multiplayer games where people would have to be careful not to allow their allies to become too strong, and also have to choose between risking being DOW by a bigger major if annexing states, or simply make them satellites. PBEM would become just a bit more sandbox-y, but a lot more exciting.