Sun Sep 09, 2007 1:57 pm
I have been thinking about this 'dilemma', about leaders not transferring command.
IMO, it would be an interesting feature to add seniority being the determining factor of who commands an army (general with the most in a region, gets the command), if General A, who commands an army has 10 seniority, while General B moves into the region, and has 4 seniority, the command goes to General B.
However, from a modding point of view, I have been thinking of a few historic transfers of command (to make things 'interesting') until if/when a change happens via AGEOD.
Albiet somewhat scripted, I think we could get the AI to follow command change based on historic plausibility.
1. A specific event based on time or situation or chance triggers the situation, checking if the 'offending player' is AI (this should not happen for human players). Can this be done?
2. The 'existing' general army general is 'removed' via event (along with their HQ).
3. The 'incumbent' general is removed from their situation (easy for someone like Lee who is locked, tougher for McClellan who may end up being a divisional commander!).
4. The 'existing' general (former commander) appears at your capitol, ready for a fresh command (or eliminated in the game based on history).
5. The 'incumbent' general appears in the former general's command along with a HQ.
6. The AI will form the new HQ with the 'incumbent' leader on its own.
--HISTORIC EXAMPLES--
I think that the following four examples of command changes are the most 'critical' in game (since out West, the command is more fluid, and more 'armies' were floating around).
1. Johnston takes command from Beauregard
i) Done by timeframe (sometime in the winter of 1861)
ii) Easy, since Johnston commands a corps, Beauregard an army (no divisional units)
iii) Beauregard and his HQ are removed from the game
iv) Beauregard appears via event in Richmond, locked for a turn, while a new HQ is placed in Johnston's stack (the AI will most likely give him command).
2. Lee takes command from Johnston
i) Done via event (Johnston's command in heated battle)
ii) Easy, since Johnston commands an army, Lee is locked
iii) Johnston is 'wounded' and inactive for a few turns
iv) Johnston appears in Richmond, locked for a few turns, Lee is unlocked and a new HQ appears in Richmond (most likely the AI will give it to Lee)
3. McClellan takes command from McDowell
i) Done via event (if certain towns in West Virginia are friendly controlled, Richomond still Confederate controlled, representing McClellan's success there, transfer sometime in winter 1861, and McDowell's failure)
ii) Tough, since McClellan could be given divisional command, but McDowell will be Potomac leader
iii) McClellan is removed from his current command (hopefully just corps commander!), along with McDowell and his HQ
iv) McClellan and a new HQ appears in the largest Eastern stack (McDowell appears back in the capitol)
4. McClellan loses command
i) Done via event (if Richmond not captured by a certain date)
ii) Very easy, since this just requires McClellan
iii) McClellan and his HQ are removed from the game (representing McClellan historically being removed from the war)
iv) a 'random' 2-star general is promoted to 3-star (could be Hooker, Burnside, Franklin, etc.)
iv) new HQ appears in the largest Eastern Stack (given to the 3-star general with most seniority)
--PROBLEM 2--
Another problem I have found is that the AI is not keen on producing Army HQs. I think that the cost is prohibative, and the AI rarely makes the choice at producing a new HQ. I think that AI events, feeding in 2 HQs in late 1861/early 1862 to represent the 'main' armies out West, and Far West, will help the 'difficulty' of the game (one army HQ means that corps can be formed, thereby increasing efficiency).
Events could be in place, specifically for the AI, to provide army HQs in the two western regions (one set of events checking for a Union AI, another for a Confederate AI).