Sons of Mars II

Do that, and Spain replaces Madagascar as Kenya's financial backer.
 
Do you really want the NPCs to win?

You know what. F it. I'll settle for peace with all.

Let's let the NPCs get stronger to where we can no longer pretend to have a chance.
 
sheesh, don't worry about it, im already planning on executing a poor NPC or two.

most NPCs want peace anyway.
 
While the Kenyan fleet isn't exactly proud, it will soon be back up to full strength if given time. As such, a force is hastily deployed to Madagascar proper to seize the island. 15 armies are sent there to take out the defenses. +6 is the advantage S. Africa enjoys.

11 2
14 20
21 18
4 20
13 3
10 23
20 5
4 8
24 17
5 5
3 12
7 22
17 3
13 12
18 7

10-5. Madagascar puts up a fair fight for a backwater state. Only the capital escapes capture...

4 troops continue to guard the capital.

25 9
4 15
17 13
11 20
20 23
8 24
21 23

4-3.

3 10
10 1
15 10
11 13

Madagascar's coastal provinces are also taken.

With 116 gold left over, the border provinces are fortified. To ensure a flexible defense, 36 gold is kept in the vault to raise troops as needed. Now, S. Africa must sit back and hope Kenya doesn't massacre them TOO hard.

Kenya knows S. Africa to be strong, but it's backbone is its economy, as is any state's. If the economy is destroyed, S. Africa will be at the mercy of the African Alliance.

As such, control of the seas and air are a must. Navies will block shipments to and from Africa, starving its people of imports and closing foreign markets, while air forces can destroy bases, roads, bridges, and areas of interest. After that, the army can take over the once-mighty hellhole.

S. Africa sees the impending danger and beefs its fleet!

6 15
5 13
14 12
11 10
18 12
15 21
11 11
24 14
11 24
10 19
15 2
16 6
4 14
8 7
2 24

8-7. S. Africa does some serious damage to Kenya's fleet.

The air force is dispatched to terminate the 2 S. African vessels.

22
8

In the first pass, the bomber narrowly misses the navy, but is shot down!

86
91

18
5

The airforce kamikazes the ship, taking it to Davy Jones' locker with it.

17
81

The last S. African fleet is sunk.

With S. Africa helpless, Kenya surrounds it with its fleet. While it isn't 50% blockaded, all routes to the capital are now cut, causing it to no longer collect trade income! 12 of 31 coastal provinces are blocked by ships, meaning 19% of all base income will not be collected.

Now, time to improve the bargaining position! 20 air forces are raised! :evil:

6 targets are successfully destroyed, a hit rate of 30%.

The Belgians of course, are eager to get their homeland back, and so, attack before Kenya does.

10 armies go against 6! S. Africa enjoys +2.

10 12
13 4
1 14
2 18
8 23
13 23
1 18
9 23
17 3
14 5

3-7.

3 1
10 9
22 4

1-2.

Belgium beefs to Army 24, giving it +1 in battle.

6 3
4 3
13 11
3 14
3 9
3 18
13 18
4 15
5 10
9 3

4-6.

While they can't raise anymore armies, they call in armies from the flank to take out more border patrols.

24 14
24 1
13 11
21 21
4 22
6 6
5 4
21 4
24 3
13 24

8-2.

Kenya meanwhile, raises an army and sneaks it behind enemy lines via navy, bypassing the frontier force entirely.

The last South African air force is sent against this lone army; it NEEDS to be dislodged!

26. Narrow miss!

This new beachhead soon spawns unit after unit, which flood S. Africa.

10 13
24 22
1 5
12 14
15 12

2-3

22 10
4 6
25 14
8 4
2 14

3-2.

6 20
21 5
22 4
23 24
17 7

The capital is protected by 3 armies, while the surrounding countryside is overwhelmed.

15 1
19 12
2 21
7 3
5 5

4-1. The capital is taken as is a neighboring province. The air force is captured and added to Kenya's arsenal.

17 12
18 21
21 23
15 4
24 22

3-2. Madagascar's coastal provinces are liberated.

7 5
8 17
14 17
9 3
11 18
11 22
17 20
13 5

While a conquest of Madagascar is pondered, the people are war weary and it would be costly. South Africa may lose in the long run, but they still are too numerous to wipe off the map quickly. As such, a conference of allies is called between Liberia, Madagascar, Darfur, Kenya, and Belgium.

In reality, Darfur and Madagascar aren't given much real say, so the Big Three instead discuss what shall become of South Africa.

Proposal 1 - Liberal Proposal:

South Africa will be given back most of its lands, and be allowed to join the Pan-African Alliance. South Africa must likewise, abandon its occupied territories to their original owners.

Proposal 2 - Cautious Proposal: South Africa's lands will mostly be restored, but South Africa will be required to shed Army tech down to Army 20. That's a loss of 300+ Army tech. They will be invited to join the PAA after this.

Proposal 3 - Punishing Proposal: South Africa will return the original lands, while Kenya, Belgium and Madagascar will redraw the map so South Africa loses 15 provinces from the start of the war. It will be required to disband 10 armies. South Africa will be invited into the PAA.

Proposal 4 - Fascist Proposal: South Africa will return the original lands, be stripped of 20 provinces, and disband 29 armies.

Proposal 3 is decided upon. (via RNG)

-South Africa will disarm to Army 20. Its arms technology will be distributed to Belgium, Darfur, Madagascar, and Liberia.

-South Africa will disband 10 of its armies.

newbordersforafrica.png


-South Africa will lose 15 provinces since the start of the war.

-South Africa will have the chance to join the Pan-African Alliance afterward

-South Africa will get trade agreements with all the belligerent nations, helping it to regain trade power status.
 
we say this to south Africa: ive never seen a bigger failure before.
 
This is not meant as a negative criticism of your game, TF, but I have to say that playing this game has left me with the impression that the humans have merely been playing in your sandbox.

Some of this may be that this is the first game I have played of yours, so I am unfamiliar with your style. It is also probably because I found the combat system fairly confusing in a macro sense. A lot of it also is because many people, me included, have left large portions of our actions up to you to determine – like military movements/spending/etc.

But the biggest contributor to this feeling is three fold:

First the fact that you lock the orders immediately upon posting and don’t leave any ability to edit them. This gives an advantage to players that wait until others have gone first. They can then react to others fortunes or misfortunes to their gain. The sandbox feeling is exacerbated by the fact that the NPCs tend to go after most/all humans have gone, so they have perfect information and not much chance for counter that turn.

If everyone had to submit orders and then have a an update it would be a much more level playing field, and allow players to adjust their strategies as the turn unfolds.

Second, there were a ton of NPCs in this game. While that in and of itself is not necessarily a problem, I find that they tend to act in concert with each other more than I expected, as if they were really larger nations instead of individual entities. This is compounded somewhat by the perfect information of going end of turn and being able to react to everyone else.

Third, I find the tech spoils when someone is conquered to be a little over powered. This tended to catapult nations by huge leaps and bounds for being aggressive in the beginning of the game, and penalized those that developed in more organic ways. Larger NPCs gobbling up smaller ones and instantly becoming megapowers is an example of this.

Anyway – I just thought I would give you some of my perspective on this game. Throughout this game I have never felt fully in control, or had a good handle on how to predict what the result would be of any given action. Much of that may be due to my unfamiliarity, but I feel that some of it would be lessened if some of the points above were looked at for your future games.

Please take this as constructive criticism. I know it takes a ton of work to design and host a game like this, and for that I am grateful.
 
First the fact that you lock the orders immediately upon posting and don’t leave any ability to edit them. This gives an advantage to players that wait until others have gone first. They can then react to others fortunes or misfortunes to their gain. The sandbox feeling is exacerbated by the fact that the NPCs tend to go after most/all humans have gone, so they have perfect information and not much chance for counter that turn.

This does seem to present an issue. I suppose I'll make it so you can change orders provided you were attacked, rather than banning any retcon whatsoever.

NPCs going last is a tradition of making them go last so humans get claims first, but I suppose this makes sense.

Perhaps I should randomly determine the order in which orders are counted, rather than first-come, first serve, now that all claims are taken? This forces NPCs to be cautious as much as humans.

If everyone had to submit orders and then have a an update it would be a much more level playing field, and allow players to adjust their strategies as the turn unfolds.

That would work except no one would spend out of constant paranoia.

Second, there were a ton of NPCs in this game. While that in and of itself is not necessarily a problem, I find that they tend to act in concert with each other more than I expected, as if they were really larger nations instead of individual entities. This is compounded somewhat by the perfect information of going end of turn and being able to react to everyone else.

This is actually supposed to be part of the challenge; human players must likewise work together - or even work together with NPCs; look at the brilliant Western European war effort - if they want to rule the world, as no one nation can do it.

Third, I find the tech spoils when someone is conquered to be a little over powered. This tended to catapult nations by huge leaps and bounds for being aggressive in the beginning of the game, and penalized those that developed in more organic ways. Larger NPCs gobbling up smaller ones and instantly becoming megapowers is an example of this.

What was a real issue was I didn't emphasise soft power enough - that's why the next game I'm designing has PUNISHING penalties for huge states, even if there is no longer a casus belli system. The tech spoils system will likewise need to be remedied; I think it should be you inherit any tech they have superior to yours instead, but only a portion of that.
 
What was a real issue was I didn't emphasise soft power enough - that's why the next game I'm designing has PUNISHING penalties for huge states, even if there is no longer a casus belli system. The tech spoils system will likewise need to be remedied; I think it should be you inherit any tech they have superior to yours instead, but only a portion of that.

you also have to make sure said large states cant simply spend all on civics to eliminate the punishments.
 
Okay. Arakhor, your Austrian empire would seem to be the successor state to Slavia. As we now realise they lay at the root of this war, and as you conquered them, we would like to offer an alliance. If this is too much of a commitment, we would be satisfied with a Defensive Pact.

We would also like to offer a defensive pact to South Africa.
 
Aftermath of the Great African War

330 Army tech was seized from S. Africa per the treaty deal. While South Africa could logically rebuild it up to 25 in a single turn with trade revenues, this term's primary function was to strengthen the rest of Africa at S. Africa's expense.

Darfur being the weakest, it was given 150 of the tech, with Liberia and Madagascar each receiving 90. Kenya enlarged to 40 provinces, while S. Africa was reduced to 30, a huge, crippling blow. Belgium also became 30 provinces large.

While there was resentment in Madagascar at not receiving any land, the Allies, quite frankly, ignored these complaints; all Madagascar did in the war was be a pincushion for South African needles to focus on.

While disgraceful, the Belgians renamed themselves the Congo and agreed to abandon Belgium to the United Empire in exchange for 10 TC; they had no hope of invading Europe without causing Spanish, Scandinavian, and Austrian interest.

---

While Africa south of the equator either made discussing the war taboo or illegal (aggressive foreign policy and its advocates became heavily scrutinised by the South African citizenry, and many pushed for legal statutes banning such speech entirely), those states not touched by such a destructive conflict, such as the Echidna Empire, were studying up on what had gone wrong. South Africa had been so wealthy, so powerful, so outright unstoppable, and yet, a bunch of states crushed it.

In the political paper "Africa's Folly," by the Echidna philosopher and military analyst Menniker, the war and its consequences were looked into in depth.

Menniker stated that first and foremost, South Africa had built up its wealth through trade. Trade being inherently at odds with war, South Africa bit itself in the backside when it opened fire, as many of its trade partners were on the opposite side.

Secondly, one state had gone up against many. One state can only accomplish so much, due to its personal hubris. The vast collection of African states however, pooled their talents to create an unstoppable force. Darfur, despite its small size, used its isolated location to conduct research that immensely powered up the Kenyan war machine. Likewise, Liberia's cheap markets were used to train and recruit soldiers, enabling many more troops of the same quality to be hired. By uniting and conquering, rather than dividing and conquering, the African Alliance emerged triumphant.

Thirdly, South Africa had, as past ventures in the Americas did, neglected its military training. While high quality troops were still used, South Africa gave a slight advantage to Kenya by refusing to upgrade its technologies and equipment. Combining this very small advantage with the numerical advantage it enjoyed through Liberia, Kenya became a monstrosity South Africa had never imagined.

Fourthly, the choice of wars played a part. While Belgium, despite being formally neutral, would surely have been backed up by the African Allies, South Africa could have focused its resources on one target at a time, thus allowing one front after another to be sealed off and all the plunder within sent safely back to the motherland. South Africa, however, assumed its massive bank account would allow swift overrun of the Congo, Kenya, and Madagascar all at once; while the Belgian war was successful despite the rugged jungle terrain, Kenya had managed to gather the resources it needed to launch a successful counterattack, and turn the push to Mombasa into the push to Cape Town.
 
Spanish Republic to Madagascar

how about Madagascar peacefully becomes part of Spain? we promise to treat your people right, leave the Government unchanged, and upgrade your nation to Spanish standard while respecting local rights.

in return, we protect the Madagascan people from possible aggression from other nations, and we safeguard the unique culture located there. the treatment of your allies to your great nation...disturbs us. i bet 10 gold they are planning to annex you.
 
Madagascar rejected South Africa's proposal, and must likewise reject Spain's. While we are eager to receive Spanish friendship and protection, we believe we can do just fine as an independent nation.
 
Madagascar rejected South Africa's proposal, and must likewise reject Spain's. While we are eager to receive Spanish friendship and protection, we believe we can do just fine as an independent nation.

well that's fine, Spain will protect Madagascar, mainly cause we don't want any single nation, not even us, get too powerful.

since we are behind the echinda's we have a LOT of catching up to do.
 
Turn orders:
Build 3 armies. Split all other income between Army and Econ technology.
 
While the United Empire, Darfur, and Liberia lends their scientific prowess to the Saltines, will it be enough to stop the Echidna juggernaut?

Liberia uses its cheap markets - Agricultural - to assist the Saltines free of charge; they may not be able to stop the Echidnas, but they can at least tie up their resources.

Beefing up to Army 25, both militaries are now evenly matched.

The Echidnas focus on destroying the Saltine fleet.

15 23
25 25
6 21
15 23
15 6
12 9
12 25
25 3

3-5.

With that, the Echidnas move to conquer Italy. 6 units guard both provinces.

9 6
13 15
14 3
7 1
12 17
1 7
24 13
6 12
11 4
16 17

5-5

14 21
24 9
13 5
1 12
4 25
17 23
15 16
3 12
6 19
20 24

2-8

5 24
11 18
18 3
13 9
19 4
5 6
12 12
19 10
13 13
6 9

4-6

20 25
19 7

In total, the Echidnas spend 160 gold taking out a force worth 90 gold.

Salt raises 20 armies and lets the echidna come at them.

The Echidna air force bombards the Saltines and kills 2 units.

14 17
4 25
19 1
11 3
22 13
9 14
6 6
25 16
21 17
12 1

6-4

16 8
10 20
4 24
20 6
20 9
20 17
2 11
20 3
18 9
6 12

6-4

10 16
14 18
18 19
11 24
6 19
23 21
23 10
3 6
24 5
2 14

3-7

21 22
18 19
19 24
21 20
16 13
1 16
20 21
4 23
20 9
12 8

4-6

19 17
10 18
10 5

2-1

21-22.

With 612 gold to 509, the Echidna lead is narrow. Fortunately, Liberia pulls its aid.

10 armies are raised in Cameroon.

24 23
13 12
1 5
6 16
25 14
7 13
17 8
3 13
13 4

20 14
16 11
16 9
24 9
16 4

Flawless victory!

Now, for the fun. The Echidnas decide to let Salt do the attacking for once.

50 are raised by the Echidna, and likewise for the Saltines!

20-30. With that, the Saltines raise 40 armies.

19-21.

With that, the Saltines abandon their plans of invasion and now just bunker down... Liberia offers its services again, seeing how badly the war could go. Liberia even sends some aid.

While 60 armies guard the border, the Echidna decision was a wise one... it has 352 gold to spend on eliminating the Saltines.

9 19
17 12
25 23
6 3
25 18
15 12
4 23
9 5
18 19
8 1
10 17
4 6
19 13
18 3
19 9

5 16
14 3
5 16
13 5
3 12
18 19
17 7
21 12
5 21
7 17
21 6

15-11.

Breaking the line, it is decided to overrun the interior.

15 4
15 21
18 22
24 1
17 20
6 20
21 24
13 20
22 9
7 22
15 24
14 19
14 9
19 9
17 22

19 24
3 10
23 6
23 20
7 8
17 12
8 24
19 25
24 25
15 14

9-16

Though it has only 4 provinces to its name, the Salt Empire has 55 armies!

The Echidna ponder what to do next... they have only 300+ gold assuming they sell their TC for equal amounts of gold, which would require flawless combat...
 
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