Post by rimbecano on Feb 17, 2020 16:49:25 GMT -6
It has struck me that WWII basically can't be fought as it happened in RTW, because certain territories that changed hands during the course of the war (but remained with their original holders after the war) are either home territories (France) or high value territories (Sicily) that can't be invaded. The latter could be dealt with by reversing the change in v1.12 that made possessions with values >= 10 uninvadable, or by reevaluating the point values of territories that were historically invaded. The former, however, would necessitate changes to how home territories are handled.
My idea is to make home territories invadable, but without permanent effect. In a one on one war, loss of home territories would have the following effects:
1) If the territory in question does not contain the nation's capital (eg, West Coast for the US), there is a chance (not a certainty) that the nation is knocked out of the war (see item 3). If this does not happen, something is done (maybe a victory point reset or budget adjustment) to reflect that the invader has gained a significant advantage, but also must dedicate significant resources to occupation.
2) If the territory containing a nation's capital is lost, the nation is immediately knocked out of the war.
3a) If a nation is knocked out of the war by either 1) or 2), the war immediately ends if the nation has no allies.
3b) If the nation has allies, the invader is given the option to set up a neutral puppet regime, an allied puppet regime, or occupy the enemy nation wholesale. If a neutral puppet regime is created, the conquered nation drops out of the war and victory is processed as for a normal separate peace. If an allied puppet regime is set up, the conquered nation joins the invader as an ally. If the invader chooses to occupy the conquered nation, the invader gains all the territories and ships of the conquered nation, along with their budget, and the conquered nation effectively ceases to exist until the conclusion of the war. To set up an allied puppet regime, the invader must pay a certain price in victory points, to occupy, the price is significant. If the player's nation is the one conquered, the AI will always select "allied puppet", to keep things interesting for the player.
4) If 3a) applies, or if 3b) applies and the invader ultimately wins (or immediately, if a neutral puppet regime is selected), the conquered nation's home territories are returned to it, and then victory is processed as for a normal war, with each home territory returned giving a significant number of points for selecting non-home possessions in the peace treaty, along with the ability to pick a few ships. If the conquered nation was occupied, it regains its independence. If it was occupied or turned into an allied puppet, or with some random chance if 3a) applies, it is forced into an alliance with the victor with a 5 to 20 year term, effective from the end of the war (this extends the puppet alliance, or creates a new alliance in the case of 3a) or of an occupied nation regaining independence).
5) If 3b) is triggered, there is the chance of a Mers-El-Kabir event, where the conquered nation's allies present an ultimatum to try to neutralize its Navy, triggered *before* the invader selects whether to puppet or occupy the conquered nation. This can result in:
a) All or part of the conquered fleet agrees to sail to a neutral nation, becoming unavailable to either side, until the war is over, or the neutral nation joins the war
b) The conquered fleet joins the navy of one of its allies for the duration of the war.
c) The conquered fleet scuttles itself (with obvious consequences).
d) A battle between the conquered fleet and its allies is triggered, possibly, but not necessarily, resulting in the conquered nation agreeing to join the invader as an ally at no VP cost.
If the player is with the conquered nation, he gets to chose how to respond to the allied ultimatum. If the player is with one of the allied nation's, he gets to decide whether to issue an ultimatum.
6) If at any point in the game, the player has all other nations as allies by way of 4), the game ends immediately:
"Victory! NATION has subjugated all the other major powers and achieved world domination! For your contributions to the establishment of NATIONAL hegemony, LEADER has named the naval academy after you! History has yet to judge, however, whether you have ushered in an era of peace or enabled a bloody tyrant."
My idea is to make home territories invadable, but without permanent effect. In a one on one war, loss of home territories would have the following effects:
1) If the territory in question does not contain the nation's capital (eg, West Coast for the US), there is a chance (not a certainty) that the nation is knocked out of the war (see item 3). If this does not happen, something is done (maybe a victory point reset or budget adjustment) to reflect that the invader has gained a significant advantage, but also must dedicate significant resources to occupation.
2) If the territory containing a nation's capital is lost, the nation is immediately knocked out of the war.
3a) If a nation is knocked out of the war by either 1) or 2), the war immediately ends if the nation has no allies.
3b) If the nation has allies, the invader is given the option to set up a neutral puppet regime, an allied puppet regime, or occupy the enemy nation wholesale. If a neutral puppet regime is created, the conquered nation drops out of the war and victory is processed as for a normal separate peace. If an allied puppet regime is set up, the conquered nation joins the invader as an ally. If the invader chooses to occupy the conquered nation, the invader gains all the territories and ships of the conquered nation, along with their budget, and the conquered nation effectively ceases to exist until the conclusion of the war. To set up an allied puppet regime, the invader must pay a certain price in victory points, to occupy, the price is significant. If the player's nation is the one conquered, the AI will always select "allied puppet", to keep things interesting for the player.
4) If 3a) applies, or if 3b) applies and the invader ultimately wins (or immediately, if a neutral puppet regime is selected), the conquered nation's home territories are returned to it, and then victory is processed as for a normal war, with each home territory returned giving a significant number of points for selecting non-home possessions in the peace treaty, along with the ability to pick a few ships. If the conquered nation was occupied, it regains its independence. If it was occupied or turned into an allied puppet, or with some random chance if 3a) applies, it is forced into an alliance with the victor with a 5 to 20 year term, effective from the end of the war (this extends the puppet alliance, or creates a new alliance in the case of 3a) or of an occupied nation regaining independence).
5) If 3b) is triggered, there is the chance of a Mers-El-Kabir event, where the conquered nation's allies present an ultimatum to try to neutralize its Navy, triggered *before* the invader selects whether to puppet or occupy the conquered nation. This can result in:
a) All or part of the conquered fleet agrees to sail to a neutral nation, becoming unavailable to either side, until the war is over, or the neutral nation joins the war
b) The conquered fleet joins the navy of one of its allies for the duration of the war.
c) The conquered fleet scuttles itself (with obvious consequences).
d) A battle between the conquered fleet and its allies is triggered, possibly, but not necessarily, resulting in the conquered nation agreeing to join the invader as an ally at no VP cost.
If the player is with the conquered nation, he gets to chose how to respond to the allied ultimatum. If the player is with one of the allied nation's, he gets to decide whether to issue an ultimatum.
6) If at any point in the game, the player has all other nations as allies by way of 4), the game ends immediately:
"Victory! NATION has subjugated all the other major powers and achieved world domination! For your contributions to the establishment of NATIONAL hegemony, LEADER has named the naval academy after you! History has yet to judge, however, whether you have ushered in an era of peace or enabled a bloody tyrant."