Fri Oct 01, 2021 8:54 am
Hi BnT,
I've been following these discussions but haven't responded as yet. I like the initiative, but I find it hard to whittle my musings down to a "this" or "that" set of options, so here goes:
I understand Pocus' statement that a more complex setup for a potential CW3 is unlikely to happen, and I don't just mean I understand it from his or a publisher's point of view - I understand it from how I am playing (or more importantly am not playing) CW2.
Now by way of very brief aside, I am a commercial controller. I love spreadsheets, I love details, I love micromanagement and I love having things under my control. In theory, a regiment-recruitment-based, 3-day-turn game with hundreds of generals and state-based manpower pools.
But the reality of my life is that I have a limited amount of time for indulging my passions such as computer gaming, and an even more limited subset that I specifically devote to CW2. And honestly even with that I sometimes have to push myself to fire it up, simply because I know the amount of time I'm going to have to spend on my next turn.
So a new game with more complexity in and of itself is something I will look at and say: "Oh that's cool!". But ultimately, it's not likely to be something that I'll have much of a chance to play. And I know this because it's the exact reaction I've had to seeing videos of the strategy layer of Grand Tactician: Civil War, which actually does a lot of the things you describe in terms of regimental recruitment and number of generals. But even watching someone recruit the Army of the Potomac from that level of complexity puts me right off.
All of which is to say this: I want both.
If I can choose, give me all of the complexity, but make it possible for me not to have to manage it:
- Give players the option to recruit regiments, but also give them the option to have it automated or streamlined or something to make it easier for those of us with less time, be it through the AI managing it (I'm thinking of something like Distant Words: Universe) or at least by letting us create "model" Brigades or Divisions and then just automatically filling those.
- Give us state manpower pools, but don't make me have to look at them unless it's something I want to do. Give us a recruitment queue where I can recruit units I don't yet have the manpower for, so that rather than having to recruit every turn, I can do it once or twice a year (something that was in the original ACW, where there was far less per-turn manpower being created).
- Give us hundreds of generals but let the AI be capable of handling their promotion in the background unless I choose to intervene
- And, sure, give us a game option with fewer days per turn. Not personally for me, both in terms of (real-world) time and because I think the factor of being unable to micromanage too much is part of what makes the game work the way it does, but hey, the more options the better.
As for AI and having all generals in theory be promotable, that is uncontroversial to me.
Now having said all that, to have all these options would likely require a completely new and very flexible engine, not to mention a lot of resources in time and money to implement. I'm going to refrain from any attempt at guessing how realistic it is, because that's simply not my area of expertise.
But what I just wanted to say is that while my heart beats for more complexity and 'immersion' - though I must say I think the latter does not always go with the former, I know in my head that I would marvel at such an immense work but never actually get the chance to play it regularly. And I think that is what Pocus was addressing.
-deguerra