Jan 27th 2011, 20:37:08
The objectives of this suggestion are to balance out the FS advantage a little bit, while also making war somewhat more interesting. To do this, I have a single change, which then allows for some ripple changes throughout the game. Please bear with me as I go through the details.
First, I want to change "readiness" and introduce something new called "war weariness". The change to readiness is really simple; we make it only effects attacking strength. War weariness would be a counterpart to this, it only effects defending strength.
The difference, is in the recovery. Readiness is recovered by using turns, war weariness can only be recovered by time. Obviously these can be tweaked if people like the general concept but not my numbers, but these are the numbers that I have in mind:
War Weariness loss rate: 0.5% per attack
War Weariness recovery rate: 0.625% per hour
Maximum war weariness drop: 30%
The basic idea behind these numbers is that it allows players to make strategic decisions.
I think that 30% drop in defensive effectiveness is more than enough. It gives an obvious advantage, but doesn't go so far as to negate all the defences of the player.
With a 0.5% weariness rate, the most any government except tyr can do during an FS is just barely reach the maximum. This will encourage players to balance how far they want to go and there won't be any "well, I'm at the maximum and have only used a quarter of my turns, so I may as well keep hitting". In general, I like things that force players to make choices.
With a recovery rate set so that you gain 1/2 the maximum war weariness per day, there's a new strategic element to the game. Some alliances may choose to only have countries attack every second day and keep their average war weariness effects lower... while others may choose to attack every day but stagger their members half each day... and still others will just go balls to the wall and attack every day no matter what. I think this is interesting as each approach has advantages and disadvantages. Again, I like choices.
Now, the more astute among you will realize that this change makes it easier to break for the CS, but doesn't actually alter the FS at all. My second major change addresses that.
I want to alter the readiness/war weariness effects formula. The current formula is:
AttackingStrength * ((readiness + gov't bonus + weapons)/3)
I want this changed to:
AttackingStrength * ((gov't bonus + weapons)/2) * readiness
War weariness would use the same formula, substituting for readiness.
Basically, in my opinion, the solution to the over-powered FS is to increase the effects of readiness loss. You can still send just as many attacks if you want to, but your losses will be higher unless you're more careful about keeping your readiness up. I haven't advocated for this change too loudly because it absolutely destroys your defences if you let readiness get too low... but if we separate readiness from defence by introducing war weariness, this problem is no longer an issue.
That's the basic concept that I have in mind. Though I have a few other smaller ideas attached to it that would make the whole scheme more interesting and close a couple potential exploits.
The third major change that I'd like to see is that countries suffering from war weariness lose additional population. So, they're not only easier to break, but easier to kill as well. This is an extra step towards balancing out the FS advantage. I'm not exactly sure what number to attach to this, but I was thinking that WW%/4*normal population loss would be a good number for it. This may need some tweaking, because it could entirely eliminate the FS advantage or even move the advantage to the CS if it's too high.
The reason I think that this final change is important is to make late war more interesting and important. The most unfortunate thing about wars (in my mind) is that they're so often decided during the FS. A lot of kills happen then, but fewer later in the reset. Most proposals to limit the FS make kills later in the war almost impossible. By having WW increase population loss, we can actually make late war kills easier. By having fewer kills early, and more later, we post-pone the point at which the war is essentially "decided"... making it more of a competition... and, to my mind, more interesting.
That's the essence of my idea.
1. Separate Readiness from defence and introduce War Weariness instead.
2. Alter the readiness/war weariness formula so that they have a much larger effect on attacking/defending strength.
3. Increase the civ loss rate for countries suffering from War Weariness.
Now, that's the basics of my idea, but I have a couple others thoughts to close some exploits I see in this set-up and to make it slightly more interesting.
I'd love to see the bonus civs captured instead of killed. In most circumstances, these civs would promptly be bled off, though for a couple turns the attacker would have to feed them. However, the really neat effect from this is that it adds an interesting element to stone walling. If you find someone suffering enough from WW, it may actually be worth your time to make some BRs or GSes.
Also, we're currently trying to make LGs a larger part of this game. Obviously, if your defences get lowered when you LG, this is another reason to run an all-x strat. To combat this, I don't think war weariness should effect your defences against LGs... or missiles for that matter.
Finally, I could see how this system could be exploited by non-attacking FA countries who never have to worry about WW. I don't think this is entirely fair, so I'd like to see a 15% WW drop touched on anyone who sends FA. After all, if you're in a war, your people won't be happy about you sending your resources to someone else. I think that makes sense.
To summarize this, here are my proposed changes:
1. Separate Readiness from defence and introduce War Weariness instead.
2. Alter the readiness/war weariness formula so that they have a much larger effect on attacking/defending strength.
3. Increase the civ loss rate for countries suffering from War Weariness.
4. Have bonus civs captured instead of killed.
5. Do not have War Weariness effect LGs or Missiles,
6. Put a 15% War Weariness loss on FA.
Thoughts?
-Fooglmog
Guy with no clue.