I'm recovering from a migraine from earlier today, so I'm not 100%. But I'll do my best to create a good post.
First, I'm glad to see the progress BlackElk has been making. Excellent work!
I'm also happy to see TheDog has started work on the XML file. @TheDog : You asked about what production values should be. For the 1941 NML map, I'd start with the 1914 NML map as a rough guide. But, Japan and the Pacific will obviously need some beefing up with respect to their production values. The U.S. also needs some beefing up, as it was more of an industrial powerhouse in WWII than it had been in WWI. Come up with something, and then we can always modify it later in play testing. I agree with the thoughts Black Elk shared about territory production values.
Separately, there is the question of production values for the second WWII game I envision. That raises some larger questions.
In an earlier post, I wrote about the difference between tactical complexity and strategic complexity. My goal is to minimize the former while adding some element of the latter. Complexity in any flavor is synonymous with price or cost. It is, if you will, a price the players pay. My goal in designing any map is to minimize price (complexity) while maximizing benefit (strategic depth).
My preferred source for added strategic depth is historical realism. Many sources of historical realism add tactical, rather than strategic, depth to a map. Supply lines, terrain effects, combat engineers, etc. can all make a game more realistic. But they are not what I'm looking for with this game.
During WWII, military aircraft production was a reasonably good proxy for overall military production. With that in mind, below is a chart which shows participants' military aircraft production in 1942 and in 1944.
U.S.: 48,000 || 96,000
U.S.S.R.: 25,000 || 40,000
U.K.: 24,000 || 26,000
Germany: 16,000 || 40,000
Japan: 9,000 || 28,000
Italy: 3,000 || 0
Germany and Japan each had less territory in '44 than in '42; yet each was able to triple its military aircraft production. The U.S. doubled its production, and the U.S.S.R. experienced more than a 50% increase in its production.
Now consider military technology. During the 1930s, Spain was in a state of civil war between the fascists and the communists. The National Socialists (Germans) sent weapons to the fascists; the Soviet Union sent weapons to the communists. In 1936, Soviet-made planes ruled Spain's skies, giving the communists the edge. But then in 1937 the Germans began supplying the fascists with planes that were 100 MPH (160 KM/H) faster than last year's models. The fascists took control of the sky from the communists, paving the way to Franco's victory in the Spanish civil war.
Military aircraft technology continued advancing rapidly during WWII. A good example of that is the Pacific theater. In 1941, Japan's Zero planes were significantly faster and longer ranged than their American counterparts. However, American fighters had armor and self-sealing fuel tanks. Zeros omitted those features in order to increase speed and range. If it was 100 Zeros against 100 American fighters, the Zeros would win. As the war progressed, America developed increasingly powerful piston engines. 1944 saw the Marianas Turkey Shoot. By that point, American planes were faster than their Japanese counterparts, while retaining the beneficial characteristics of their early war predecessors. (Armor and self-sealing fuel tanks.) Contrary to popular belief, Japan did make major advancements in aircraft design during the war, and deployed some of these newer aircraft before the war ended. But Japan lacked industrial capacity, making it difficult for it to switch to solely producing these newer, more advanced, more difficult to manufacture piston aircraft.
The Germans and the British had, independently of each other, developed jet technology. The British had shared their jet technology with their American counterparts. Japan got a small jet technology boost from Germany, but for the most part had to, and did, develop jets on their own. The Soviet Union did not have jet technology during WWII. A pro-Soviet British government transferred jet technology to the Soviet Union after the war, despite Stalin's skepticism. "What fool would give us his secrets?" In the Korean War, Soviet MiG jets proved significantly superior to America's piston aircraft, and to its WWII-era jets. However, America's F-86 Sabre proved superior to the MiG. With its swept-back wings, the F-86 Sabre's shape had far more in common with Germany's WWII jets, than it did with American WWII jets. The Me 262 was a first generation German jet. Late in WWII, German engineers were busy designing Germany's second generation of jets. The war ended before Germany's second generation of jets could be produced.
If I wanted, I could write at similar length about advances in tank technology. At the beginning of the war, the Soviet Union had by far the world's best tank designs. Everything a WWII-era tank should have been, Soviet tanks were. In 1941, the Germans realized how outclassed their tank designs were. Over the next few years they eliminated the gap between their own tank designs and those of the Soviets. In 1944, a German general said to the Americans, "One of our tanks is worth ten of yours. Unfortunately, you always have eleven."
Toward the end of the war, the Germans were busy designing their next generation of tanks: the Entwicklung Series. The Entwicklung Series represented some level of improvement over their existing designs, while being much easier to manufacture. However, the war ended before Entwicklung tanks could be put into production.
Consider the torpedo. A standard-issue WWII torpedo had the following: diesel engine, diesel fuel, air tank, warhead, etc. Diesel engines are of course noisy. As ships' electronics, radar, and sonar became increasingly advanced over the course of the war, that noise made torpedoes increasingly easy to detect. Diesel fuel was combined with air from the air tank, and used to power the engine. That left a telltale trail of bubbles in the water. If you were up in the air, you might notice these bubble trails. In the South Pacific at night, these bubble trails could cause the water to glow. That looked cool, but it also gave away the position of the ship or sub launching the torpedoes.
The Japanese had figured out a way to separate oxygen from the rest of air. Thus, Japan's torpedoes had oxygen tanks, not air tanks. These "Long Lance" torpedoes could travel three times the distance of anyone else's, because apparently the limiting factor for a torpedo's range was the amount of oxygen it could carry, not the amount of diesel fuel. The bubble trails for Long Lance torpedoes were much weaker than for their standard-issue counterparts.
Fairly early in WWII, Germany made at least some use of electric torpedoes. These had the advantage of being very quiet, unlike diesel engines. They create no bubble trails. However, they had much shorter range than standard-issue diesel torpedoes. However, Germany increased the range of its electric torpedoes. Late in the war they had about the same range as normal diesel torpedoes. If a WWII sub captain could equip his sub with any torpedoes of the time, which would he choose? Would he pick Long Lance torpedoes with their 3x normal range and reduced bubble trail? Or would it be German electric torpedoes with their 1x normal range, no bubble trail, and almost total silence?
Both industrialization and technological advancement were of overwhelming importance during WWII. I very much want both to be part of the second WWII map, if at all possible.
Traditionally, tech systems focus on improving a unit's firepower or its cost. That's fine if you want incremental improvements in unit stats. But the technological advances during WWII were major. Suppose for example you were to pit a late war German tank, such as a Panther or a Tiger II, against a large number of early war German tanks such as the Mark I or Mark II. The early war tanks would be unable to penetrate the armor of the Tiger II, or even the Panther. Not even at point blank range. Whereas, the Panther or the Tiger II would make short work of the Mark II tanks. "Increase the firepower of the tank from 3 to 4" doesn't even begin to cover something like that. For a real world difference that large, it is not enough to increase a unit's firepower. You also need to increase the hitpoints.
Under a Larry Harris rules set, a unit with 2 hitpoints has an asymmetric advantage over a unit with just one. Why? Because a player gets to choose his own casualties. Therefore, he will injure all his two hit units, before letting a single unit die. He will look for situations in which he can fight for one round, then retreat so that his injured units can heal. That system is fine for what it is. But it is not what this second WWII map needs.
Larry Harris created a new method of AA guns firing. Instead of you choosing your own casualties, they are chosen for you at random. Thus you lose a bomber to AA fire, even though you would have preferred to lose an early fighter. I envision the following:
- Take that AA concept and apply it to casualty selection generally.
- Once a unit has taken a single hit, additional damage automatically gets applied to that unit until it is destroyed or until combat ends.
The above speeds up and streamlines combat, because you're no longer waiting on an opposing player to choose his casualties. (Casualty selection is random and automatic.) It prevents units with multiple hitpoints from being OP. But, it makes combat somewhat more luck-based. I envision the map being played low luck. The combination of low luck + random casualty selection would make it a little more luck-based than a typical LL map, but much less luck-based than dice. A system like this would allow you to have a lot more multiple hitpoint units on the board, without creating "50 injured battleships heal after the battle" type situations.
To return to the subject of industrialization.
- I don't want a "rich get richer" type system. What do I mean by that? I don't want a system which says, "The U.S. is now fully industrialized; therefore its PU income is multiplied by 2." A system like that would artificially (and ahistorically) magnify the effect of American territorial expansion and acquisition.
- I do want a path to increased production. Similar production increases to what were seen in the real war. If the U.S. doubled its production between 1942 and 1944, it should be able to do the same in this game!
- That path should involve strategic choice. In other words, sacrifice. In order to achieve a production increase, a player must forego something else of roughly similar value.
I will advance one way of achieving the above. (If others have different ideas I'm certainly willing to listen.) Suppose you were to do the following:
- Introduce a third resource type, such as research points. (This is my last new resource type, I promise!)
- Research points can be used to improve existing units.
- Research points can also be used to research improved PU income.
- After you've done the research for the improved PU income, you then have to perform some task. Normally that task would be, "spend PUs to build a manufacturing facility in a territory of your choice." A factory is for unit placement, a manufacturing facility for a boost to PU income.
- The maximum number of manufacturing facilities each nation can build is based on whatever increase in military aircraft production it achieved from 1942 - '44. Only one manufacturing facility allowed per territory.
Let's talk more about tech system. I want the tech system to have the following traits.
- I want it to be deep. Meaning, that I don't want a situation in which you research one tank-related technology, and then there's nothing more tank-related for you to research. There should be many levels of tank-related tech for you to research.
- Not everything you research needs to create a big gain. Maybe researching tanks level 3 doesn't help you at all. Maybe tanks level 4 helps you only a little. But tanks level 5 gives you a big boost, such as +1 hitpoint to your medium tanks.
- I want to avoid outsized rewards for narrow focus. For example, suppose a player says, "I'm going to focus all my research on four categories: industry, jets, tanks, and infantry. As the game progresses the rest of my unit types will be increasingly obsolete, and I don't care. I will only be building things from those four categories!" A poorly designed tech system would give players strong incentives to think like that.
The way I see it, you have two options for a tech system. (If anyone sees a third option feel free to chime in.) The two options I see are a straightforward tech system and an interlaced tech system. By "straightforward" I mean that you research tanks tech to improve your tanks, single engine piston tech to improve your fighters, dive bombers, and torpedo bombers, and sub tech to improve your subs. Whereas, an interlaced system would have categories such as engines, aerodynamics, armor, etc. By combining advances in different categories, you could build better units.
The advantage to an interlaced tech system is that it naturally lends itself to solving the problem of narrow focus. The advantage to a straightforward tech system is that it's, well, straightforward. Easily understood. But if you're going with a straightforward tech system, you absolutely, 100% must address/prevent the problem of narrow focus. Right this instant, I don't see a great way of solving the narrow focus problem by using a straightforward tech system. That's why I'm leaning toward an interlaced tech system. That said, I'm more than willing to listen to ideas others might have about tech systems.
While I'm feeling better than I was at the start of this post, I'm not 100%, and am in no shape to be creating a tech system. Nonetheless I will do so anyway, at least as a (very rough) draft. I welcome others to submit their own ideas or revisions.
Armor: improves the hitpoints of your tanks, single engine piston aircraft, strategic bombers, surface ships, and submarines.
Engines: improves the hitpoints and attack value of single engine piston aircraft. Improves the naval combat value of surface ships, subs, and torpedo bombers. (Better engines for torpedoes.)
Jet engines: allows you to build jet aircraft. Improves the hitpoints and air combat value of your jet aircraft.
Rockets: Improves the air combat value of your aircraft. (Air to air missiles.) Improves anti-land and anti-naval combat value of your aircraft (air to surface missiles).
Fluid dynamics: improves your piston aircraft to some extent, and your jets to a greater degree. Improves your submarines.
Industrialization: allows you to build more manufacturing facilities.
Explosives: improves your infantry, tanks, artillery. Improves your planes' anti-land and anti-naval values.
Um. Now that I've created the above tech system, I'm not fully satisfied with it. Yeah, it could be something good if implemented. But part of me is wondering if maybe I should give a straightforward tech system another chance? The reason I decided against it earlier was the problem of narrow focus. But what if there was a way to eliminate that problem, or at least mitigate it?
The goal here would be to force players to broaden their tech focus somewhat, but not make it so broad that they're forced to research everything more or less equally. Suppose you were to do the following:
- Each tech category has 20 levels. Not every level necessarily creates an improvement.
- There cannot be more than a 3 level gap between your best tech and your 8th best tech.
Um. I'm not satisfied with this. You're basically telling a player, "Pick eight techs. Those are your techs! Your research will be slower than you'd like, because your research money is being diluted amongst eight different techs. All eight will advance at roughly the same speed."
I'm tired. In fact, I'm out of energy. I'm not going to solve the problem of a good tech system tonight. If anyone else sees a solution, or has a potentially helpful suggestion, I'm all ears. 