Adding to this list...BuddyGrant wrote:Here are some suggestions for CEAW Grand Strategy:
1. Re-organize units: Combining two depleted units into 1 stronger unit. Example: Two '4' strength corps units into one '8' strength corps unit.
Several war games have this functionality, including Advanced Tactics. For CEAW-GS the units would need to start the turn beside each other, and re-organizing would count as the turn move for each unit. I would imagine there would be a large effectiveness hit after this was done. Combining two garrisons into a single corps unit might be worth looking into as well.
Complexity: This is likely a very difficult change, possibly beyond the capabilities of the GS programmers, but worthy of a suggestion I think.
2. Changes to the map tile graphics based on current weather. This would greatly add to the immersion factor in the game, as one glance at the map would show you current conditions. It would also make following the AAR reports more interesting for the community (and people on the fence about buying the game).
Complexity: Currently CEAW uses one single map image, not individual terrain tiles as some games do, so this would likely be a very complex change. That being said, what if we created a number of 'master' map images, with all possible weather combinations displayed. Could the game reload a different map image in between turns to change the map display based on the games weather changes?
3. Unit stats. I think it would be fun to see how many actions/attacks a unit has been involved in. Maybe how many steps of damage it has taken and dished out during the war. I guess medals would be too much like Panzer General, but basic unit stats are pretty common in war games, and again, this would IMO increase the immersion factor for the user.
Complexity: Obviously pretty complex, as there is very little unit info stored in the game now - just numeric unit type (1=garrison, 2= corps, 3 = mech, 4 = armor, 6 = fighter, etc.), country, and name.
4. User notification when a new lab is available.
If this is in the game now I can't see it, but it sure would be useful. As it is now it is my understanding that you have to check the tech screen every turn to see if you can purchase a new lab.
Complexity: Probably a lot less complex than the other suggestions here:).
5. Politics! Based on the scen files it appears like this was originally going to be built into the game, with numbers representing how close each country was to joining the Allied or Axis side. It would be fun if the user could attempt to influence these numbers in rising or dropping, and allow some additional minor countries to join the fray and mix things up a bit. Perhaps political options could even make current satellite countries join up sooner.
Complexity: This would be an extremely difficult change, likely beyond the capabilities of the GS programmers.
6. Options for retaining more unit quality when adding replacements.
This has been discussed frequently under 'elite units' and other descriptions on these forums, just including it here as it is an interesting thing to look at and I hope there is more discussion about the idea. Currently any CEAW-GS unit's elite status is as fleeting as a single bad dice roll turn, but at the same time there should be an effectiveness/quality hit when taking on replacements.
7. Impact of multiple leaders: Change game leader logic so that a unit is only effected by the highest rated leader (in cases where 2 leaders are within range of 1 unit). Perhaps there should also be a Y/N flag in the GENERAL.TXT file for this kind of a change, in case some users wanted this game leader logic to stay the same.
Complexity: No clue, might be tough, but hopefully it is not too difficult.
8. Espionage. Add the ability to see some key info about the enemy for a price. The info's accuracy might be off by +/-10% or so, but it would give you an idea of the enemy's situation. Some key info you'd want to know would be:
- Oil reserves.
- Manpower reserves.
- Location of a hidden unit (thinking of a hidden sub here but perhaps this would also work wth a land unit that the player cannot see currently).
Additionally, espionage might be used to increase the percentage of technology research attained in a specific area. EG: Add 10 or 20% to AIR--> DOG FIGHT.
Complexity: Seriously difficult, requires some core game design additions ala the Politics suggestion.