This is what I meant by the need for a political dimension to the game.
There should be a morale/revolution/disorder chart as well as the national income tracker.
Various factors push a nation further along the track to revolution; the general trend should be more “minus” factors than “positive”, so that the lifespan of the war is finite - ultimately the war will collapse under its own weight. It becomes a matter of who can survive the longest, not who can capture the enemy crown jewels.
Factors?
Lose your capital: -5
Lose any other starting tt: -3
Lose any other tt: -1
Lose control of one of your convoy zones: - <value of=“” the=“” cz=“”>(representing food shortages)
Lose a battle in which more than 5 of your units are destroyed: -3
Win a battle in which more than 5 of your units are destroyed: -1
(dog fights count towards these unit totals)
Capture an enemy (not minor nations) capital: +5
Capture any other enemy (not minor nations) tt: +1
Suffer a bombing raid on your capital: -3 (once only)
Suffer one of your dreadnoughts destroyed: -2
What else?
Consequences of reaching the targets? Next post.
@Clyde85:
I’m wondering how the victory conditions will work in this game. The Great War wasn’t like WW2 with capitals falling to enemies advances. Hell, Germany taking Pairs should be a major event in this game, not turn one necessity. As far as I can tell there were only like 3 enemy capitals that ever actually ever taking, Belgrade, Brussels, and I think Bucharest. Is this game going to have a mechanic to represent war weariness, or the blockade, or some other way of taking down the Central Powers that doesn’t involve storming into Berlin and Vienna?
P.E. (post-edit)
I did forget one, Podgorica was also occupied.</value>