Trying to Simulate the Blockade
Posted: Wed Dec 12, 2012 4:14 pm
I thought I had a great idea. I modified the 1914 data file to include a second German convoy--worth a full 10 points--and had it enter from the edge of the map north of Scapa Flow.
My concept was that this convoy would represent German overseas trade. The British fleet would, of course, destroy the convoy easily, preventing its 100 PPs from reaching the Reich.
This would achieve two things. First, it would give the Entente player something meaningful to do with his sea power. Second, it would give the Central Powers player an incentive to use his own naval forces, and perhaps to even build additional forces, in an effort to break the blockade and gain those extra 100 PPs.
Sure sounded good. And the mod worked as I hoped. On Turn 6 the convoy spawned and made its way southeast toward Germany. Great! I thought. Next Entente turn--BAM!
If only it were that simple. The Entente AI ignored the convoy that turn, and the next, and it arrived safely in Germany.
But I guess it would work in a multi-player game.
My concept was that this convoy would represent German overseas trade. The British fleet would, of course, destroy the convoy easily, preventing its 100 PPs from reaching the Reich.
This would achieve two things. First, it would give the Entente player something meaningful to do with his sea power. Second, it would give the Central Powers player an incentive to use his own naval forces, and perhaps to even build additional forces, in an effort to break the blockade and gain those extra 100 PPs.
Sure sounded good. And the mod worked as I hoped. On Turn 6 the convoy spawned and made its way southeast toward Germany. Great! I thought. Next Entente turn--BAM!
If only it were that simple. The Entente AI ignored the convoy that turn, and the next, and it arrived safely in Germany.
But I guess it would work in a multi-player game.