khbynum wrote:Since the thread has gone off in several directions, I'll go with the flow.
Such a rule would have the effect of forcing the player to try to duplicate the way the Civil War actually happened. I am very much against that approach and think the game should simulate the conditions under which the war was fought, not the war itself.
I don't think the game should be changed to reflect a blockade by the South of Midwestern river ports, because I don't think the Southern occupation of the Mississippi achieved anything like that. There are good reasons in the game for the Union to capture New Orleans to enhance the blockade and deny the South the resources of the city. There are good strategic reasons for the Union to open the river, namely freedom of naval movement and cutting off troop movements from the trans-Mississippi. Whether any front other than Richmond is wise...well "Richmond is a hard road to travel I believe." (traditional, based a on a song by Daniel Emmett. Sorry, best I could do for a citation).
I agree with the bolded. I embrace this philosophy of game design.
It's a fine balance, sometimes. It's not the easiest balance to strike when designing a game based on history.
Here's an exercise, which I've brought up before: let's say an AI start in April 1861. Play the Union. Try, by late June, 1862, to possess
* New Orleans
* Memphis
* Nashville
* Island #10
* Forts H&D
I tried to do this more than a few times in AACW - haven't bothered in CW2. I never even came close. It is possible to say that the Union enjoyed some good fortune in reality - perhaps they did. All I know, it was three steps from impossible in AACW.
Maybe it was my lack of skill as a player. Could be. I have raised this before, once in these forums and in the AACW forums, too. I don't think I ever encountered a poster saying he had done it.
The game, as it is designed, is somewhat ahistorical. It almost has to be, to be a good game. There are chances for both sides - it is possible to say the CSA is somewhat overpowered in the game. I don't begrudge that (except for one tiny point, perhaps, and the projected 1.04 seems like it may mitigate my grouse on it to a large degree).
It's still an interesting game and very fun.
If anything, from what I've seen in two PbeMs, the CSA player might have a gripe or two. It's mid-64 against RebelYell and I am now ahead on VPs and the net gain/Turn is +30 or so in my favor - and I really haven't taken that much. I can see CSA players grumbling about, "Hey! I lose Tennessee and the VPs start to swing that much?" I do have a couple of other places, but still, overall, not that much.
All the above at the risk of a serious thread derailment. If we want to explore game design, why don't we open up a new thread? Just wanted to throw some crumbs for thought out there.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster
[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898
RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.