Historical Accuracy of WoI?

historix69

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In my current game (marathon, New England), a colonial population of 240 is confronted with a REF of 273 Regulars + 54 Dragoons + 116 Artillery + 76 Man'o'War (= 443 land units). Since only Regulars + Dragoons count as Population, this is a Population of 240 against an army of 327 Population ... The colonial land has 234 Tiles (according to demographics), so the REF could control every single tile with almost 2 land units.

The population of the 13 states of New England around 1775 was about 2-2.5 million people. If we assume that the 240 Colonist are equivalent to 2.4 million in history, the REF would have had around 3.27 million, a size which is hardly to achieve in the end of 18th century were Englands population was around 9 million people.

The British troops as a traditional SeaPower were rather small around 1775 ... around 50.000 men ... and only a part of them was used in New England, since New England was only a minor part of British Empire with other colonies in Canada, Caribbean, India, etc. which also needed protection. British troops in New England were inforced by 20-30.000 mercenaries (hessians) and also by loyal militias. At the end of war there were around 60.000 troops stationed in North America, including Canada and Caribbean. -> The ratio of British troops to New England Population was 60 : 2.400 or 1:40. (In the game above it is 4:3).

"About 250,000 men served as regulars or as militiamen for the Revolutionary cause in the eight years of the war, but there were never more than 90,000 total men under arms at one time. Armies were small by European standards of the era; the greatest number of men that Washington personally commanded in the field at any one time was fewer than 17,000." (Wikipedia)

Warfare was influenced by many points :
- Due to the enormous landsize and coastline, the British could only take control of some cities but never could control the complete land. Also the British navy, the strongest and biggest in the world at that time, was not able to control the coastline to efficiently reduce smuggling.
- The British Troops had disadvantages in the american wilderness ... (implemented in the game.)
- Military Operations of the British usually were slowed down by american resistance ...
- The British were dependent from supplies from Europe which could only be delivered on the seaway ... so most of their troops were stuck in the port cities and could not freely engage in the war.
- The Americans were dependent from military supplies (gunpowder, etc.) from Europe. Supplies were financed by France and others and were delivered on the seaway via Caribbean colonies (smugglers) or later by the French Fleet ...
- During the war, both sides used privateers to capture the other side's merchant fleet ... hundreds of ships were captured per year.
- When the French (and other european countries) entered the war, they could threat the British all over the globe forcing the British to split their naval forces.
- The concentration and combination of French Expeditionary Forces and Fleet with Washingtons Army was able to locally outnumber the British, cut them off from supplies and force them to surrender (Cornwallis in Yorktown, 1781).
- Building new units and keeping military units in the field was expensive :
"The British spent about £80 million and ended with a national debt of £250 million, which it easily financed at about £9.5 million a year in interest. The French spent 1.3 billion livres (about £56 million). Their total national debt was £187 million, which they could not easily finance; over half the French national revenue went to debt service in the 1780s. The debt crisis became a major enabling factor of the French Revolution as the government was unable to raise taxes without public approval. The United States spent $37 million at the national level plus $114 million by the states. This was mostly covered by loans from France and the Netherlands, loans from Americans, and issuance of more and more paper money (which became "not worth a continental.")" (Wikipedia)
- etc.
(e.g. see Wikipedia for more information)

After reading a little bit about American WoI, the final battle in Civ4Col seems to be totally unhistoric ...
- At the beginning of WoI in history, many New England ports were controlled by the British or Loyalists. The British had troops stationed there and could move troops via the fleet between ports. They did not have to land near cities. In Civ4Col instead the REF is landing in waves of 20 or more units spread out on the Beaches as the allies landed in Normandy in 1944. Most players are prepared and just wipe out the REF on the Beach Head.
- In Civ4Col, the British land units are almost defenceless if attacked, and can be destroyed like in an arcade game ... To win the war in Civ4Col, all REF-troops in the New World (or the fleet) have to be destroyed ... in history, the casualties of the 8 years of war were rather small and most soldiers died due to desease and not in battle. At Yorktown, the British lost 7-8.000 soldiers who surrendered to 17.000 French and American troops, but the soldiers were not wiped out. Victory was more strategically. Killing all REF-Troops in the game is just unrealistic (and boring since there are too many) ... There should be a way to beat the homeland by strategy rather than by military destruction ... controlling key-points, achieving military balance, gaining allies (France, Spain, Dutch) ...
- In history the British units were able to hold most of the occupied cities ... In unfortunate situations (Boston 1776 when Rebels placed artillery in the hills) they knew when it is better to retreat than getting slaughtered ... moving the troops and preserving their strength.
- Big problem is the civ combat system which does not allow armies to fight as a whole but reduces every combat to a single unit against single unit combat where the defeated unit is destroyed. Battles in history were rarely fought by single units one after the other. Winning a battle meant to use armies in a way to gain strategic advantages over the enemy by concentrating forces and by controlling strategic positions. Defending armies would rather retreat if possible (rearguard action) or surrender (if retreat was not possible) than fight to the end and be wiped out.
- In the game I described above, in spite of killing many regulars, after a few turns the REF had landed 32 MoW or more. They landed at 2 regions parallel and established around 100 units. While rebell forces had to wait for heal, REF was flooding the battlefield with human waves like the Russians did in 1944/5 when conquering eastern Europe. There are around 2-300 REF-units in europe left ... still enough to control every tile of New England.
- In history, the British did not spread out too much. Due to their supply-dependencies they had to focus on the port cities which they garrisoned with massive troops (New York City, Yorktown, Charleston, Savannah, ...) while the rebels controlled the inland.
- Also due to landsize and population, the American Rebells probably were never outnumbered by REF by 6:1 or 4:1 ... also the land was just too big to be completely controled by the British ... At the end of the war the numbers seemed to be kind of balanced (90.000 milita against 40-60.000 REF) without the americans having to kill millions of british troops ...
(The outnumbering in Civ4Col reminds me of early computer games where lacks of the AI were compensated by giving the AI 2-4 times more troops than the human player to assure a challenging battle.)
 
The WoI isn't supposed to be historically accurate. It's not meant to be a realistic representation of the American Revolution. The REF struggle is the same whether you're English, French, Spanish or Dutch. It's as simple as that.

As for the REF numbers and build-up, well, that's a different matter. In the original Colonization, it wasn't too unusual the King's troops were as numerous as the colonial population either.
 
(The outnumbering in Civ4Col reminds me of early computer games where lacks of the AI were compensated by giving the AI 2-4 times more troops than the human player to assure a challenging battle.)
I have yet to see a game where this did not happen.
 
All pretty good points, and they coincide roughly with the numbers my research had turned up.

The big thing I think the game needs is a foreign intervention into the war of independence, and Royal troops already stationed in the New World when the fighting breaks out--especially in colonies that are more towards 100% rebellious sentiment. The king basically lets you go hog wild and just builds up an army in Europe.
 
It's a game that's supposed to be fun, not realistic.
 
The WoI isn't supposed to be historically accurate.

Isn't it supposed to have a little of good sense, at least?

It's very strange for me that:
1. REF is greatly bigger then your entire population.
2. Your volunteers easily kill regular troops in one-to-one attacks.

It's expected Royal Army will be smaller then rebels (except, maybe the top difficulty levels), but noticeably stronger in individual units.
 
I agree on the point that the REF size should, at least loosely, be dependent on the size of the colonies and to a lesser degree, their armed force (lesser because it's harder to calculate since you will most likely shift a lot of colonist to volunteers at the start of the war.)
 
Basically, Civ IV Col is a scenario where one has to focus from the beginning, from turn one, on gaining independence, and win by using the strategy used in the Amerian War for Independence . That is to say, one should give up the coastal cities, retreat inland and fight a guerilla war of attrition. There is one strategy to win the game, and one only, and the time to win the game has been drastically shortened from the orioginal game. That is very tiresome and means that the game actually is poorer than the original Colonization. I'll make a separate post about this.
 
It's a game that's supposed to be fun, not realistic.

You cannot have it both ways, some game mechanics are defended on the grounds of realism, some on the grounds of gameplay. Pick an argument.

I cannot imagine any gameplay reason for not giving the REF defensive bonuses...

I cannot imagine any gameplay reason for having the cross and education costs scale up so fast as to make them worthless 50 turns into the game.

etc.

etc.
 
I cannot imagine any gameplay reason for not giving the REF defensive bonuses...
They'd be pretty impossible to beat with them. That's the gameplay reason. They come in great volume and their base strength is higher than your units', so imagine what'd happen if you didn't have any kind of advantage against them.

I cannot imagine any gameplay reason for having the cross and education costs scale up so fast as to make them worthless 50 turns into the game.
The scaling concept is designed to balance time with your capabilities. It's not so visible in the education area, but imagine you had three Firebrand Preachers working in a Cathedral. Without scaling, you'd get a colonist every turn. While I agree these things ramp up too fast, the base concept makes sense in gameplay terms. It makes more sense than from the realism standpoint, in fact.
 
They'd be pretty impossible to beat with them. That's the gameplay reason. They come in great volume and their base strength is higher than your units', so imagine what'd happen if you didn't have any kind of advantage against them.


The scaling concept is designed to balance time with your capabilities. It's not so visible in the education area, but imagine you had three Firebrand Preachers working in a Cathedral. Without scaling, you'd get a colonist every turn. While I agree these things ramp up too fast, the base concept makes sense in gameplay terms. It makes more sense than from the realism standpoint, in fact.

A: It should be pretty impossible to beat them.
B: Wouldn't people rather fight a stronger REF with half as many units, god knows I would?
C: If you had stronger fewer units it also wouldn't take up to 20 turns for them to trickle in, and they might actually fight effectively.

As far as your capabilities, you need to realize that education represents an opportunity cost. As long as you make the base time long enough (say 30) that is 30 turns of production you are forgoing. Even at non specialist rates that is very non trivial, that is giving up on that unit for 10% of the game.

Opportunity cost is the classic way of balancing things in economic games and this game seems to have very little handle on it and instead relies very heavily on diminishing returns.
 
A: It should be pretty impossible to beat them.

Why?

In history there was an American population of 2 million against maybe 50.000 british soldiers ...

Give the REF double the strength of Militia but reduce their number a lot ... Rebels will suffer a lot more losses from the war then REF but because of the population pool they should be able to replace them easily ... Still they would have to use some strategy to be able to drive out the REF ... concentrate forces in one point to attack a REF-position but retreat into the wilderness before REF-reinforcements are coming ...

Making a huge REF is not really making the game more interesting ...
 
A: It should be pretty impossible to beat them.
B: Wouldn't people rather fight a stronger REF with half as many units, god knows I would?
C: If you had stronger fewer units it also wouldn't take up to 20 turns for them to trickle in, and they might actually fight effectively.

As far as your capabilities, you need to realize that education represents an opportunity cost. As long as you make the base time long enough (say 30) that is 30 turns of production you are forgoing. Even at non specialist rates that is very non trivial, that is giving up on that unit for 10% of the game.

Opportunity cost is the classic way of balancing things in economic games and this game seems to have very little handle on it and instead relies very heavily on diminishing returns.
People are already having trouble beating the REF as it is. Even if it was half as large, the fact that they'd be twice as strong (or perhaps a bit less than that) would weigh a lot more. What's more, you want all the royal troops to be deployed more quickly, which'd make the situation even harder. I think we'd see way more complaints with your suggested system.

I think REF troop strength is fine as it is, and combat against them is generally pretty close to how it worked in the original Colonization. What needs to be tweaked is their buildup throughout the game, and their deployment during the war of independence, which should be more constant, but not too overwhelming either.

As for education, I agree there needs to be a flat training time. Scaling makes more sense in the immigration area than in this one, given it doesn't make sense people get dumber as their neighbours are trained. I'll even go as far as saying training should take a lot less time than 30 turns, provided you have a University in the settlement in question. Of course, it'd take more time in lower quality establishments.
 
It's a game that's supposed to be fun, not realistic.

I'm in the middle about that. I liked the idea of foreign intervention in the original game giving you access to heavier ships, able to challenge the Royal Navy on the seas.

Even if the implementation isn't perfectly accurate compared to the American Revolution (or the revolutions in South America, can't forget about those), just having the "idea" implemented is what counts for me.
 
I'm in the middle about that. I liked the idea of foreign intervention in the original game giving you access to heavier ships, able to challenge the Royal Navy on the seas.

Even if the implementation isn't perfectly accurate compared to the American Revolution (or the revolutions in South America, can't forget about those), just having the "idea" implemented is what counts for me.
In my experience, the revolution was over long before I could amass the 3500 liberty bells required for the French to intervene. The intervention was only useful if you hadn't planned your whole war of independence well. It was nice for flavour, but that's about it.

As for challenging the King's MoWs, usually fortresses (with enough cannons) and frigates (on the offensive) were enough to fend them off. Hell, in my last game one of my privateers managed to fight pretty well (but was eventually sent to the bottom). It was hard to sink the royal warships, though, and I could only force them back to the home port for repairs. Perhaps you needed an attacking MoW of your own to sink of of theirs.
 
In my experience, the revolution was over long before I could amass the 3500 liberty bells required for the French to intervene. The intervention was only useful if you hadn't planned your whole war of independence well. It was nice for flavour, but that's about it.

As for challenging the King's MoWs, usually fortresses (with enough cannons) and frigates (on the offensive) were enough to fend them off. Hell, in my last game one of my privateers managed to fight pretty well (but was eventually sent to the bottom). It was hard to sink the royal warships, though, and I could only force them back to the home port for repairs. Perhaps you needed an attacking MoW of your own to sink of of theirs.

Sometimes a very lucky frigate could take out a man-of-war, and if it died in the attempts, a second attacking frigate ngenerally managed to finish the job.

One bad thing that hasn't schanged since the original game is that they still couldn't be bothered to ensure that the king's remaining warships disappear from the map once the war is over. Amazingly careless. The whole game feels like a scenario. Game over! Now stop.
 
I was hoping to sandbox and build a new world after I won but you really can't even continue to play the game after you win the war, the king continues to raise taxes and acts like the war never happened.
 
People are already having trouble beating the REF as it is. Even if it was half as large, the fact that they'd be twice as strong (or perhaps a bit less than that) would weigh a lot more. What's more, you want all the royal troops to be deployed more quickly, which'd make the situation even harder. I think we'd see way more complaints with your suggested system.

I think REF troop strength is fine as it is, and combat against them is generally pretty close to how it worked in the original Colonization. What needs to be tweaked is their buildup throughout the game, and their deployment during the war of independence, which should be more constant, but not too overwhelming either.

Thats right I want it to be hard for the reasons it was hard in real life, because they were a competent professional army. Not for the reasons it was in the game (you are outnumbered maybe 3 to 1 when realistically you should be outnumbering them.

Also I don't see the original colonization as the end all be all. It was a great game, but to pretend we haven't learned anything about game design since then is the height of idiocy.

Look at Civ1 compared to Civ4...
 
In my experience, the revolution was over long before I could amass the 3500 liberty bells required for the French to intervene. The intervention was only useful if you hadn't planned your whole war of independence well. It was nice for flavour, but that's about it.

As for challenging the King's MoWs, usually fortresses (with enough cannons) and frigates (on the offensive) were enough to fend them off. Hell, in my last game one of my privateers managed to fight pretty well (but was eventually sent to the bottom). It was hard to sink the royal warships, though, and I could only force them back to the home port for repairs. Perhaps you needed an attacking MoW of your own to sink of of theirs.

Same here, actually. The one time in recent memory I "needed" a foreign intervention was because the king captured some island that I hadn't fortified too well, and I got unlucky and lost 3 frigates in a single turn. Then, those French Man'O'Wars came in handy.

The thing is, it would be nice if it were at least an option. It's the thought that counts.
 
Thats right I want it to be hard for the reasons it was hard in real life, because they were a competent professional army. Not for the reasons it was in the game (you are outnumbered maybe 3 to 1 when realistically you should be outnumbering them.

Also I don't see the original colonization as the end all be all. It was a great game, but to pretend we haven't learned anything about game design since then is the height of idiocy.

Look at Civ1 compared to Civ4...

This is a civilized forum so maybe you should avoid words like "height of idiocy" ... this is a discussion ... no reason to flame anybody.

Civ1 is still a pretty good game ... it's different than Civ4 but that does not mean that it is a bad game or worse than Civ4 ...

Nobody said that the Game Designers did not have learned anything ... they developed a game with tough rules which probably is very challenging in Multiplayer. However many people here in the forum feel that playing Col2 is less Fun than Col1. So either the developers did something wrong or the the people who loved Col1 bought the wrong game ... I hope that the designers did not exclude the Col1-Gaming-Fun from Col2 by purpose ... so let's hope that they will fix it soon.
 
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