by J Flower Wed Mar 15, 2017 8:42 am
Maybe an idea is to give players a bit of lee way in the set up, with maybe a couple of options they can choose for themselves, examples could be
1) first level of canals or roads in place
2) A certain number of institutions extra.
3) Extra military units
4) Trade missions already active / or have say some you can deploy at game start.
5) a good harvest from 1699
6) set tax rates prior to game commencement.
The list could be basically endless it would give players an input into the position
On the unhistorical size of armies maybe they should be tied in some way to population, after all that population also has to feed them, by there very nature armies consume rather than produce, maybe nations should have a point whereby the agricultural base can no longer support the military, increasing chances of famine.
Also we don't take into account soldiers ageing or being invalided out, ok many armies at the time it was service for life but that meant older men being put into garrison or pensioned off, this could also be remedied by having fewer recruits available as armies get larger, this can be justified because of general ageing of armed forces, so when the size of the armed forces reaches a certain % of overall population you could expect to receive fewer recruits
It would hit all nations true, but it would make recruits even more of a finite resource, plus may mean that some of the larger positions start looking to the smaller ones to hire units as was historically the case, meaning more player interaction.
Having played in games where large positions were dormant, I think any method that encourages longevity in a position is a bonus, if you can stay in a position for a long period of time( Both real world & game time) then you have time to formulate & mould your position, the hot seat form of play in some positions makes it hard for them to ever reach their true potential.