I actually like that a lot EnoughSaid! And it is serendipitous too, as I was just typing this massive wall, when your post came through. And it basically falls exactly in line with some ideas I was kicking around. :-D
I have just been taking some notes, trying to determine in very specific terms why I dislike the current OOB NOs…
So that I can describe in general terms why I dislike how NOs have been approached. Not sure if any of this is helpful, or might be of use in thinking about a different approach to this aspect of the game
Along general lines, I see two trends present themselves. In the first, the NO awards a bonus for the ‘regular’ behavior of the Nation (according to traditional A&A moves and strategic norms), for things the Player/Nation wants to do naturally, regardless of whether the NO gave them extra money to achieve it. These are basically the safe NOs, dependable income for doing things that already make sense just from the production spread, and the strategic position of factories and VCs, and just generally the NOs that are actually ‘in play.’
In the second type, the NO awards a bonus for divergent gameplay, or something unlikely to occur given the normal moves and trajectories out of A&A, based on the production/income/VC spread. Basically an NO “in the unlikely event” that the stars align, and several challenging conditions can be met at a go. These are the NOs that have basically too many conditions to fulfill and which get ignored, or which only come into play once the game is basically decided already. The NOs which are very hard to contest. In this class of NO, I think the values are consistently too low, to encourage the kind of gameplay which the NO would award for. An example of this would be the sort of NO which awards +5, for doing something that basically costs the player more in TotalUnitValue (and by putting this TUV out of position strategically) than its worth. On this last point, probably worth considering… It is entirely possible that if the value of some those NOs was say +10, or +15, or even +20 ipcs, then perhaps there is a chance such objectives would be contested, but at a mere +5 they usually aren’t.
So what follows is a list of what I think of each NO. Using the tripleA wording since I find it simpler to parse.
In addition there are the DoW NO, and then there are of course a few NOs, which award well for the standard gameplay and which are considered dependably achievable income. Basically the NOs highlighted in red, seem to me the most problematic, or inconsequential and might be worth revisiting.
Germans
5 if not yet at war with Russia. DoW stall, potential game play driver in the early rounds.
5 for each German controlled territory: Volgograd or Novgorod or Russia. achievable, awards bonus for the normal strategic position aims (Center), VC/income/production goals.
5 if Axis controls the Caucasus. achievable, awards bonus for the normal strategic position aims (Center) and income goals.
5 if there is at least one German land unit in Egypt, whether or not it is controlled by Italy or Germany or Japan. Problematic, mainly because of the German starting position in the Med and on Suez. Endgame achievable, but by the time G collects this the center or med have probably already collapsed, and Axis are probably already winning.
5 if Germany controls both Denmark and Norway and Sweden is not allied-controlled or pro-allied. achievable, awards bonus for the normal strategic position (Kattegat Straits) and income goals.
2 for each German controlled territory: Iraq or Persia or Northwest Persia. achievable, again after center collapse.
Basic thrust, Center Crush. The majority of NOs (and the weightiest) reinforce Germany’s pre-existing aims on the center, for income/production/VCs strategic position etc. Norway is peripheral, worth holding for as long as possible on account of the Baltic and the straits, but still outclassed by the NOs that put G at the center.
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Russians
5 if Russia is at war, sz125 has no Axis warships (all sea units except transports), Archangel is Russia-controlled, and there are no allied units in any originally Russian territories. Problematic, for all the reasons outlined earlier in this thread.
3 for each originally German, Italian, or Pro-Axis neutral territory that Russia controls. reaching endgame.
10 one time only, the first time Russia conquers Germany (Berlin). largely irrelevant to the gameplay
Overall assessment, pretty worthless.
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Japanese
10 if not yet at war with USA, has not yet attacked French Indo-China, and has not declared war on UK or ANZAC. Problematic, mainly because advantage of the DoW
5 if Axis controls all of Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.Problematic, the cost in TUV to achieve this objective is too high for the amount awarded by the NO. Generally ignored.
5 for each Axis controlled territory: Hawaii, India, New South Wales, and Western United States.achievable, with the exception of W. US, pretty much in line with already existing VC aims
5 if Axis controls all of Sumatra, Java, Borneo, and Celebes. achievable, in line with existing income and strategic position aims.
Overall assessment. Japan has little incentive to contest the valueless pacific islands, and little incentive to remain neutral for very long. Most of their NOs favor a drive on the center via the south pacific/India, rather than against allied positions out of north America, Australia or the islands.
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Americans
10 if USA is at war and EUS, WUS, and CUS are American-controlled. totally uncontested, basically a given.
5 if USA is at war and Alaska, Aleutian Islands, Hawaiian Islands, and Johnston Island, and Line Islands are American-controlled. its possible for Japan to contest this one, but the relative value for US is pretty low compared to what Japan needs to invest to lock it off. Kind of a throw away. If its value was higher it might be more significant as a gameplay driver.
5 if USA is at war and Mexico, South Eastern Mexico, Central America, and West Indies are American-controlled. unlikely to be contested, basically a given
5 if USA is at war and the Philippines is American-controlled. aspirational endgame, in line with the VC if the Pacific is already the plan
5 each turn the USA has one land unit in France. same deal as above, except for Europe. Cool for the endgame, if you can get there.
Basically, the total amount USA receives in secure income and secure NO bonuses, are enough to trump what it can collect on the contested NOs. I think there was real missed opportunity here with the American NOs. The lions share of their NO loot is awarded for doing nothing in particular, beyond holding north america. Something which they are guaranteed to do anyway. This might be sound from a historical perspective, but its also rather boring from a gameplay standpoint. The American income/production spread already supports the idea that they’re essentially untouchable. Dropping a big pile of NO cash on top of this, just as a given doesn’t serve as much of a gameplay driver. It gives the money with basically no strings attached. Given that the US strategic position is already what it is, it would have been a lot more interesting if their NOs were awarded for doing more specific things in contested areas of the game map. I mean, in the abstract sense (and I do believe that all NOs are already pretty abstract) if the Americans were awarded 10 ipcs for holding pacific islands, or for invading north Africa, or for basically anywhere other than North America, then you’d have a gameplay driver… eg. Something that the US would want to do, and which the Axis might be able to deny. But instead, all the NO cash is awarded for just holding the core, which seems a kind of unfortunate use of the NO money, since its totally out of reach for the Axis.
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Chinese
6 and may build artillery if the Allies control India, Burma, Yunnan, and Szechwan. meh, everything about China annoys me, including its NO, but given the situation the Chinese are in, at least its something.
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British
5 for UK Europe if UK Europe controls all of its original territories.
5 for UK Pacific if UK Pacific controls both Kwangtung and Malaya, and is at war with Japan.
Both the British NOs seem pretty irrelevant in all my games.
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Italians
5 if no Allied ships are in the Med: sz92,…,sz99.
5 if Axis control at least 3 of: Gibraltar, Egypt, Southern France and Greece.
5 if Axis controll all of: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria.
2 for each Italian controlled territory: Iraq or Persia or Northwest Persia.
Pretty onerus. Its just a lot for Italy to do. In my experience the Italian NOs don’t have a huge influence on the course of the gameplay.
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ANZAC
5 if the Allies control Malaya, and ANZAC controls all of their original territories, and is at war with Japan.The Malaya requirement is what shuts this down, driving it into the realm of the inconsequential, outside the first couple rounds at best.
5 if the Allies (not including Dutch) control all of Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands, and is at war with Japan.
Anzac would have probably benefited from an NO that forced Japan further out of position against it, or which didn’t require so many territories to achieve, to focus the action somewhere further afield.
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French
12 worth of free units in France the first time France is Liberated. Token nod to the Resistence, I guess its alright.
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Victory_Conditions
Axis Victory: 8 European Victory Cities OR 6 Pacific Victory Cities where at least one is Rome/Berlin/Japan.
Allied Victory: Berlin and Rome and Japan are under allied control and allies maintain control of one of their own capitals. Requires a rather masochistic Axis player. I wish the conditions of Allied Victory where more in line with the Axis conditions of Victory
My thoughts, at the moment anyway. :-D I still don’t like NOs, from a memorization and ease of use standpoint, but I can’t help but think that part of the reason I’ve been soured on them, is because they don’t really push the game enough, for all the tracking they require. If some of these NOs were eliminated, or replaced, or drafted in a way that offered more contest between sides, maybe I’d be more amenable towards them. For the most part I’ve tried to get around NOs, by using other bonus mechanisms, but I know many people would find this system hard to give up, now that it’s in place. Given the situation, and the OOB balance, I think the best solution would be to alter as few as possible. I wonder for example, how much could be achieved just by altering the amounts awarded, on the existing NOs? Less for the ones that are always achieved, more for the ones that are infrequent, or just eliminated if irrelevant and replaced by something that works in more interesting ways.
These ideas, just suggested above, intrigue me…
@EnoughSaid:
Japan
5 IPCs if Axis powers control all of the following territories: Guam, Midway, and Wake Island. Theme: Control of strategic Pacific airfields.
United States
5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Guam, Hawaiian Islands, and Line Islands. Theme: National sovereignty issues.