JohannaK
Heroically Clueless
Country must have islands and the like. As many as possible. Island countries are 20% cooler, and if there are a few islands that share the demographic and industrial weight of the country, the fun can be doubled.
I like IF() orders. Realistically, war plans are based on variables. For instance, if you're attacking someone and driving forward their heavily fortified capital, you're not going to want to do that if the defenders didn't lose X amount of units on the front, or if your ally didn't jump into the war to open a second front.
The penalty would be the initial losses. If Egypt sent 20 out of 20 armies against the Holy Land and Yugoslavia lands in Northern Egypt at the same time, after the first round of battles Egypt would have lost troops/maybe gain territory in the Holy Land but would have lost ground in its core. Pulling back armies to defend/retake territory as an IF() isn't really gamey in that position, especially if the Holy Land was competent and had its own plans to counterattack.
Wars are typically a jumble of IF statements, which should be encouraged since the alternative as I've seen it is wars that last a lot longer conventionally than they have any right to be.
To have such flexible orders, one should be required to actually have the information to act upon it.
Or a better idea. If you're afraid of getting attacked, don't send all your armies away on conquest. I think this system works mostly well if the player has any strategic understanding.
I look forward for this. The Byzantines shall defeat the Latins and Turks and reclaim Rome!