Hi countmc,
Thank you for the feedback. I will try to answer your questions and explain the reasoning behind my decisions.
Made it up to May 1809. I thought I had prepared sufficiently for the Austrian invasion but it was much stronger than I expected.
The Austrians had managed to raise an army of over 200,000 men for the war of the Fifth Coalition and in that respect the event generates the equivalent number of troops.
The initial assault can be fierce, particularly if you only have light garrisons situated around Austria (i.e. in Bavaria, Saxony, Prussia and Poland). Of course, as the designer you always, initially, have the advantage of knowing what’s coming and are able to better prepare then a player that experiences the scenario for the first time but after a few play throughs the other players should quickly get to know the particularities of the game.
Nevertheless, during testing once the initial onslaught has occurred and the Austrians have suffered heavy casualties in their repeated assaults, I’ve always been ultimately able to turn the tables on Austria and defeat it a second time, as it doesn’t receive any extra reinforcements other than the ones its cities can build after that the first turn (though it could take anywhere from 8 to 12 turns to do so).
The Spanish Ulcer truly is a manpower suck.
As was the case historically. At its height, I believe Napoleon had over 300,000 troops in the Peninsula and would end up maintaining hundreds of thousands of troops there throughout the six years of the campaign (by comparison, as is well known, Napoleon invaded Russia with just over half a million troops).
On the other hand, failure to operate in the Peninsula would prevent you from conquering the three critical objective cities located therein and thereby force you to wage a very successful campaign in the east instead, if you were to have any chance of getting a favorable victory condition.
-Shouldn't there be an option to recruit Saxon troops once Dresden has been conquered? Just like you can Bavarian troops? You could always have them turn tale after the battle of nations, but historically Napoleon used Saxon troop also.
In addition to Saxon troops I thought about adding units from Baden, Hesse-Hanover, Nassau but in the end, as is typically the case, it came down to a matter of having to make choices.
Since I couldn’t possibly include every possible German minor that was recruited into the French ranks, I compromised by adding some extra units to the overall number of units generated by the Rhine Confederation. As such, you should consider the Saxon units part of that total, even though they aren’t being recruited directly in Saxony.
-The never ending British attacks on coastal cities really is frustrating. Maybe give Napoleon the option to lua 'k' in a coastal city and build a fortress for price of 500?
I’m not certain about your ‘never ending’ statement as the event is set to randomly trigger on average every five turns only once the British have discovered the Royal Marines advance, which typically occurs sometime in 1808. When the raids do occur 2 Marines on average may get generated. That’s hardly a flood of units to deal with.
Adding fortresses would defeat the point of having British Royal Marines raids. The whole purpose of this event is to force the French player to properly defend France, and other Spanish and Italian coastal cities, from possible British invasion forces (of which the Royal Marines are the spearhead).
If I added coastal fortresses in French cities then the Royal Marines could never defeat them and thereby the French player wouldn’t need to worry about keeping important force in France, as was the case historically.
In a previous play test, the Marines managed to capture Brest and therefore an important British ‘event’ force was able to land there. As such, I was forced to gather a French force to ultimately repel them.
As such, I started to keep small reaction forces in a few strategic locations in France to hopefully help defeat any Marine raids.
Nevertheless, in my last play test, British naval units killed my troops in Anvers and much to my surprise where able to land a British force from a naval transport unit, which triggered a British ‘city captured’ event. As such, I had to gather a force to deal with this invasion and much to my consternation, my Hussars discovered that the AI had loaded one of the British fortress units from England and transported it to Anvers. It ended up taking me something like 8 turns to finally subdue the city and kick the British out of Belgium.
So, as you can see, even as the designer, I was surprised by unexpected AI moves, and this was my ultimate goal and intention all along, and in this regard I've been very pleased with the results.
-I managed to conquer all of Portugal in this play through and yet the British kept coming, however they did not attack me in Portugal, but instead attacked me in Spain. I would think it should be the opposite. They should first try and drive the French out of Portugal before attacks in Spain proper.
France did historically capture all of Portugal. It’s only after they did and Spain changed camp that the British started sending substantial forces to contest the French attempts to conquer the Iberian Peninsula, by initially landing invasion troops along the Portuguese coast. As the French troops there became increasingly isolated, they ended up having to abandon their positions in Portugal. As such, the event file is designed to reproduce this historical reality.
I’m definitely using move to commands to push British units into Spain proper because I want England to contest French control. I’m not currently using any move to commands to push British units towards Portuguese cities and there have been occasions in my playtests were the AI was still able to reconquer these cities from France.
All the same, I think I could probably still add such commands to ensure that England concentrated on recapturing these cities before moving into Spain.
-For game 'flavor' might want to consider getting rid of Danish Horse and some of the Ottoman units and adding a 'Highlander' unit for the Brits and potentially a Portuguese Legion or Irish Legion unit for the French.
The British order of battle, just like all the other major powers, contains the basic complements of troops, i.e. line and light infantry, heavy and light cavalry, foot and horse artillery. In addition, they possess three very strong leaders, the elite KGL and Royal Marines units, along with a very powerful navy. Finally, England controls the Portuguese, Sicilian and Swedish minor powers.
Again this is a matter of choices a designer has to make, but in this situation I really don’t see any benefit that adding another unit to their inventory would bring, that the current selection doesn’t already cover.
-Overall a lot of fun and engaging still, the leader units make the game tough, and I may just try and fortify my borders with Spain this next game and not attack it until I have defeated Austria.
I haven’t tried this strategy, so I couldn’t confirm if it could be successful or not. All the same a word of caution, if you waited to defeat Austria in the war of the Fifth Coalition that could bring you to middle/end of 1809, which means that would give the British/Portuguese/Spanish up to two years to accumulate troops there un-harassed. As such, you would probably need a fairly substantial invasion force to overcome that resistance.
Hear, hear! I'm going to have to figure out how to solve the problem this stage of the game presents. I was just plain run out of Spain, and while I captured Prague and Vienna, the other two objectives remained uncaptured when winter set in and the Russians declared war. I'm not giving up and demanding changes to make the game easier (playtesters being playtesters), but it does seem that the attacks in Germany, Poland, Italy, Holland and Spain produce an unsustainable attrition on the French. I have no problem defeating the Austrians on the main front, but have to remain on the defensive in other theaters and take severe losses.
This particular scenario was definitely designed to be quite challenging. I wanted to reflect the historical challenge that Napoleon faced. On the other hand, as my playtest demonstrated to me at least, achieving stalemates or marginal victory conditions are by no means impossible (I’ve yet to achieve an absolute victory, which is for certain very difficult to achieve, but have only played three full scenarios to date).
I’ve attached the save files from my last two full play tests for your review.
In the first attached full play test (1815sept_play test 3.sav), I was able to achieve a marginal victory which was in part the result of a relatively successful Russian campaign which allowed me to capture and hold on to Moska and a very successful Spanish campaign that led me to conquer the entire Peninsula (thereby forcing Spain to surrender).
As a result, of that play test, I made some adjustments to the Russian invasion event that would make it harder for France to retain control of its possessions in that country the deeper it went (but these events only apply if you make it past Smolensk).
In the last play test (1815july_play test 4.sav), I will admit I was only able to gain a stalemate in extremis by reconquering Danzig, Warszawa and Lisboa on the very last turn of the game. In this game, I was again able to wage a successful Spanish campaign by capturing all three major objectives in the Peninsula (though without being able to completely subdue Spain).
On the other hand, I had a disastrous Russian campaign, whereby I was unable even to make it past Smolensk due to fierce Russian resistance. I believe, this was largely due to Russia’s unexpected ability to inflict an early defeat on the Ottomans, which brought about a peace treaty between the two. This meant, I ended up having to fight at least an extra 100 Russian units that otherwise would have been lost if the war with the Ottomans had lasted till the French Russian invasion (when this occurs the Ottomans/Russians always declare peace a few turns after the invasion begins).
As a result of that play test, I made it more difficult for Russia to achieve an early victory against the Ottomans by adding the veteran and fortified status to the Ottoman fortress in Galati and adding a new fortress unit in Bucuresti.
In addition, to reduce the difficulty for France to capture Portugal early in the Spanish intervention event, I delayed the possible arrival of the British intervention forces.
On the other hand, because I felt it was still a little too easy for France to buy new infantry and cavalry units, particularly towards the last years of the war where France is able to start to generating more substantial gold per turn provided you invested in the building of the economic improvements, I raised their cost by 60 and 120 francs each respectively. According to my rough calculations that would reduce the French from building an extra 20 or so units overall during the game.
That might not seem like much, but during the end of the scenario you will be hard pressed to raise all the units you can to deal with the multiple fires you will have to extinguish. If the players feel this is an issue, I can review the cost once again and reduce it to 30 and 60 extra instead.
As a designer, it’s always difficult to properly gage that fine line between making a scenario that is somewhat or very challenging for players. You don’t want to make it so hard that only the most expert players can ever hope to achieve success but still not so easy that it poses no challenge.
At the same time, though we strive to cover as many situations in our design as we can, it’s simply not possible to foresee all the possible combinations of events that the different players may encounter; especially in a scenario that is 120 turns long, contains six other major powers and a map with over 7000 tiles.
Of course, as I mentioned, as the designer you have a leg up, initially, on all the other players because it’s your creation. That said, after playing a few times, there should no longer be any great surprises in store for you. The scenario follows the main historical events of the Napoleonic wars and the events are straightforward in that regard, i.e. I haven’t included any particular trap or subterfuge to trick the players.
I consider myself a fairly experienced player, though nowhere near the caliber of an Agricola. The reason I mention this is I believe if I can achieve these results, I don’t see why most other players couldn’t get similar kind of results after a few play through.
In that regard, as I’ve mentioned above, I was able in both my last play tests to achieve at least a stalemate, which indicated to me that, though the scenario is tough, it’s by no means impossible.
All the same, if you have specific suggestions to address play balance let me know and I will review.
What would be of particular interest to me is to get a last save game of the month of July 1815 from players. In this manner, I could do a more thorough analysis of the overall combat losses versus remaining units between the different powers so I could compare it with the results from my own play tests to see if there are any significant disparities between the different play tests. Based on those findings, I could truly review if there were play balance issues.
In the end, I'm trying to understand if there are actual and significant differences between our play tests and if so why? And if yes, what changes should I make, if any? And that's not so easy to do on a scenario of this scale without hard data to look at.