I’m interested in trying to find out how many decisions players are forced to make in each game of Global 40 from a game theory perspective.
If a game has too many choices in it, players feel overwhelmed and tired.
If a game has too few choices in it, players feel underwhelmed and bored.
I think Global 40 gets the number of choices about right, in that it’s a game with a meaningful number of choices in it that keeps players stimulated enough, without alienating them.
So let’s think about Italy’s first turn, perhaps the simplest case.
10 IPCs to spend = 10 main alternatives
- fighter
- destroyer, save 2 IPCs
- transport & infantry
- tank & artillery
- sub & artillery
- tank & mech inf
- sub & mech inf
- 2 infantry & artillery (my personal preference)
- 2 infantry & mech inf
- save IPCs for future purchases
I’m assuming that there’s no research dice being purchased, or any allied industrial raids that have been performed so far in the game; that even more AAA are not perceived as being good purchases; and that if the Italian player decides to spend her money, she will spend as much of it as possible. Even with those parameters in place, the first purchasing decision(s) of the game generate a pretty impressive menu of choices. The number of permutations will increase with each additional IPC added to Italy’s income, which usually increases for the first few turns at least.
If we look at positive choices (choosing ‘to’ do something) as opposed to negative choices (choosing ‘not to’), then usually I choose 3 things to purchase for Italy (i.e., 2 infantry & artillery).
Combat Movement
Some of this depends on what the UK does, and what Germany doesn’t do, but in general there are some standard options:
- Southern France
- Gibraltar
- Greece
- Tunisia
- Alexandria
- Syria
- Trans-Jordan
- Egypt
- Anglo-Egypt Sudan
- Cyprus
- Malta
- French fleet in SZ 93
- British fleet
- crazy DoW on USSR (actually relies on an earlier political decision)
- crazy Dow on neutrals (actually relies on an earlier political decision)
And of course the list goes on, to include aerial interventions in the North Atlantic, to invasions of British Somaliland, and any combinations of the above list in Chinese menu format. Overall, Italy will usually end up making 4 or 5 attacks out of a list of about 20 possibilities.
During combat, Italy may need to make some important choices as regards the order of losses, and whether or not retreats are required. Because Italy seems to need to make more of these kinds of choices than other nations, let’s expect that they’ll make about 3 of these in the course of conducting combat.
Let’s also allow approximately 4 or 5 meaningful non-combat choices, including where planes are landed.
Choices of placement are limited to one of the two factories, or both. So there’s a maximum of 2 positive choices that can be made here.
Thus, the Italian player will typically make approximately 17 positive choices in I1 (and several dozen negative choices).
Assuming that the number of choices are generally increased by territory and unit gains, and generally reduced by losses of the same type, and that the average game of Global 40 lasts 10 rounds, an average game for an Italian player might include upwards of 200 positive choices (and several hundred negative choices).
I’m speculating slightly here, but it looks to me like playing Italy (one of the most maligned nations to play on its own) compares rather favorably with the complexity and satisfaction of choices involved in a challenging and lengthy game of chess.
Just curious: what do people think are the lower and upper thresholds of the numbers of unique decisions that an average adult would tolerate / find interesting? Would you play a game that only offered you 20 unique decisions? How about 5? Or 100,000?