Wed Jul 7 10:18:50 2021
Decisions
To be a good game, you need decisions. These need to be real
decisions, not illusory decisions. An illusory decision can be
of two types:
- the decision doesn't matter, as all choices lead to the same outcome
- the decision is trivial, as one choice dominates the others.
Thus, in tic-tac-toe, as any child quickly discovers, the choice of which
square to mark is illusory, as each square either leads to a loss or
a tie, and there's no particular reason to prefer one tie-square over another.
Wide or tall?
Quantity or quality?
Some games give a choice between going "wide", that is, a large expansion,
or "tall", that is, a small expansion, but make what you have better.
In wargames, this is known as quantity or quality, lots of crappy units,
or fewer better units.
It's hard to get the balance here right. Most space type 4X games
don't really allow for a "tall" strategy, because there's a limit to
how good a planet can get, and you eventually need to grow bigger, not
just better.
Another problem with high quality is that in many games, the number
of units is so few, that you can't afford to lose any of them at all.
Posted in / games
Mon Dec 30 21:45:28 2019
We've played a lot of 1830, and some 1846. While those games
have some differences, they basically play the same.
We recently picked up
1862
and it plays a lot differently.
Specifically, the way companies count their revenue from train runs
is completely different. In 1830 trains each count their runs
separately, and you can't reuse track at all. In 1862, you can
reuse track with different trains, but you can only score each
station, port, or off-board area once for your whole company,
and each of your runs has to link up into a connected network.
This means that with multiple trains, you will necessarily be
hitting a large station more than once, but you can only count it
once. Rather than thinking of it as scoring trains, it makes more
sense to think of it as building a network with your trains, and then
counting where you hit with your network.
To evaluate a train then, don't think about how the train can run,
but rather how it can extend your network. Long runs of track are
rewarded if you have multiple trains, and maximizing the advantages of
each type of train in a multiple permit company will lead to higher
runs.
Merger Cost
Other than a few edge cases, you will always lose value on a merger.
For "normal" mergers, the loss in value will be about one-third.
Take a merger of two companies, where you own 5 shares of one
valued at 82 and 7 shares of another valued at 110. In this
case you lose 342 in share value, a 31% loss. It may be
that 60% of the combined revenue is worth more, and it will
be easier to multiple jump to regain the share value, but
you still have a 342 loss to overcome. It may have been
better to sell a higher valued share and buy two lower valued
shares.
If you did that, and then immediately merged at the beginning of the next stock
round, you'd pay a net of 54, and then merge 7 shares at 82 with 6 shares at
105, which would entail a loss of 308. Plus the 54 paid out, is a loss of 362,
or $20 more than the previous case. You'd also have to shell out $64 to redeem
an option share, for a final loss in value of $426.
Posted in / games
Wed Jul 18 12:24:42 2018
Basic thoughts:
Stock Purchases
- Attempt to obtain five shares in companies where the player is the president.
- Maximize dividend payout
- Start a company, par price sufficient to buy five shares. Otherwise don't start.
First stock round: start a company if it can buy five shares. If not,
buy the most number of shares? Diversify? One of each?
What company to start? Preference defined by game? Minors?
Minors: buy cheapest offered minor. take random card?
What company to start?
Running companies
Company money target: two tile lays, plus one token, plus second cheapest available train.
plus cost of minors?
Issue shares: always issue if possible? Issue if would hit company money target?
Purchase minors: always purchase if possible? Purchase if run increases? Purchase
if will still hit money target? Money target minus train?
Lay track and tokens: always play to maximize revenue.
Then, shareholder input for additional tile lay. Need at least two shares, greatest number
of shares wins, can't go below money target, ties for greatest broken by how many of
the players companies shares are owned by the opponent. If still tied, no additional
tile.
Once revenue can't be increased further, extend a run. Take shareholder input, if
any. Where track lay costs money, don't go below a token or train.
Pay or keep: attempt to have enough money for the next train, and a token.
Would withholding be the difference between buying the next train or not? If
yes, withhold, if not, pay.
Buy trains: opponent will never sell trains. Buy a train if it would
increase the run. Buy the train that increases the run the most, (on
existing track?) Buy a permanent train.
Posted in / games
Tue Jun 1 20:25:10 2010
Rule Errors in our recent game
- Some powers with territorials start with some.
- CL units aren't used with Ships in Flames.
- US Entry options with no specific power are directed against
*all* Axis powers, and need the entry for each pool.
- Initial Commonwealth units are British unless otherwise specified.
- Flying boats stack separately than other air units, and at most
one per hex.
- Strat bomb factors aren't halved for terrain.
- Large ATRs pay double movement when transporting other infantry class
corps.
- Retreats are performed by the attacker.
Posted in / games / wif
Tue Jun 1 14:11:22 2010
Allied Convoy Setup
The commonwealth controls the following resources and factories:
CW Resources
Area | Factories | Resources | Distance via |
| | | Med | Cape | Biscay | Faroes | Panama |
Australia | 1 | 3 | | | | | 10 |
Canada | 1 | 5 | | | | | 10 |
French Resources
Area | Factories | Resources | Distance via |
| | | Med | Cape | Biscay | Faroes | Panama |
France | 14 | 6 | | | | | |
Algeria | | 1 | 1 | | | | 10 |
Iraq | 1 | 2 | | | | | 10 |
New Caledonia | 1 | | | | | | 10 |
The Commonwealth has 81 Convoy points (assuming you're using Ships in Flames).
Initial CW Convoy Chains
From | Via | Resources | Length | CPs |
Canada | Faroes | 4 | 3 | 12 |
Venezuela | Faroes | 3 | 4 | 12 |
South Africa | Bay of Biscay | 3 | 4 | 12 |
India | Med/Bay of Biscay | 2 | 7 | 14 |
Australia | Panama | 2 | 10 | 20 |
Cyprus | Med/Bay of Biscay | 1 | 4 | 4 |
Totals | | 15 | | 74 |
Initial CW Convoy Deployment
Area | CP |
East Coast | 6 |
North Atlantic | 9 |
Central Atlantic | 3 |
Faroes | 9 |
Caribbean | 5 |
Gulf of Guinea | 3 |
Cape Verde Basin | 3 |
Cape St Vincent | 6 |
Bay of Biscay | 6 |
Tasman Sea | 2 |
New Zealand Coast | 2 |
South Pacific | 2 |
Austral | 2 |
Capricorn | 2 |
Gulf of Panama | 2 |
Arabian Sea | 2 |
Red Sea | 2 |
Eastern Med | 3 FR |
Western Med | 3 FR |
Initial Frency Convoy Deployment
Area | CP |
Eastern Med | 1 |
Western Med | 2 |
Cape Verde Basin | 1 BR |
Cape St Vincent | 1 BR |
This uses 9 French CP to do all the Allied shipping through the Med.
If the Italians declare war on the French and not the Commonwealth,
they are likely to end up back at peace once France falls, and they
won't be able to harrass the British. The CW will need 6 CP through
the Med to replace the French CP. If any of those survive, they should
be moved to French africa in hopes that they will be Free French.
That gives 15 Resources to the UK, maximizing their production at 21, which will give
11 BP in 1939. The chains use 66 CW convoy points and 6 French convoy points, leaving
15 free convoy points for the CW. The French will have 9 resources, giving them
5 BP in 1939.
Once Italy declares war, the Med may get too dangerous to route convoys through,
and after France falls, the Bay of Biscay may be too vulnerable to German air
cover.
Any of the CP in the Faroes can alternatively
be put in the Bay of Biscay. The CP in the Bay of Biscay can be routed through
the North Atlantic instead if an equal number of CP are also added to the Faroes.
The Med can be skipped, and the Indian resources can be brought around Africa
for 8 more CP (though you'll need 9 as a CP in the red sea is needed to keep
Egypt in supply).
In that case
Initial CW Convoy Deployment
From | Via | Resources | Length | CPs |
Canada | Faroes | 4 | 3 | 12 |
Venezuela | Faroes | 3 | 4 | 12 |
South Africa | Faroes | 3 | 6 | 18 |
India | Cape/Faroes | 2 | 10 | 20 |
Australia | Panama/Faroes | 2 | 10 | 20 |
Malaya | Cape/Faroes | 1 | 11 | 11 |
Totals | | 15 | | 97 |
Posted in / games / wif
Fri May 28 18:50:53 2010
French Force Pool
After set up and reserves, the french have the following:
French 1939 Force Pool
Type | Pool |
Arm | 1 |
Mech | 1 |
Mot | 2 |
Inf | 0 |
Gar | 4 |
HQ-I | 1 |
Mil | 3 |
Mtn | 1 |
In 1940, the french will add 1 HQ-A, 1 INF, 1 MAR.
Without British help, they will produce 5 BP (Assuming
3 resources imported) in 1939, and 7 in 1940.
If the British give 4 resources, that will improve
to 7 in 1939 and 10 in 1940, at a cost of 2 CW BP
per turn in 1939 and 3/turn in 1940. If the convoys
are there, it might make more sense to lend the BP
directly.
French Build Program
Turn | BP | Builds |
SO 1939 | 5 | 1 HQ-I |
ND 1939 | 9 (4 BP/8 res from CW) | 1 Pilot, 2 Gar, 1 Lnd-3 |
JF 1940 | 9 (2 BP/3 res from CW) | 1 Inf, 2 Gar, 1 Ftr-2 |
MA 1940 | 6 (1 BP/1 res to CW) | 3 Mil |
If you're still alive at that point, build some air or lend everything else to
the Commonwealth. Also, if the situation is hopeless, lend everything to the CW,
the Vichy declaration happens after the lending stage, so the CW might as well
benefit from the French production.
Posted in / games / wif
Thu May 27 18:35:02 2010
Commonwealth Production
Commonwealth Production Plan
Turn | BP | Builds |
SO39 | 11 | 1 CP, 1 Amph/fd, 1 TRS/fd, 1 Gar, 1 Nav2, rp CA-London |
ND39 | 7 | 1 CP, 1 Gar, 1 Pilot, CV-Formidable/fu |
JF40 | 16 | 1 TRS/fd, 2 CP, CV-Victorious/fu, 1 Gar, 1 Ftr2, 1 Pilot, 1 Inf |
MA40 | 19 | 1 TRS/fu, 1 Gar, 1 Ftr2, 1 Nav3, 2 Pilot, 1 CP, CV/fd, rp BB-Queen Elizabeth |
MJ40 | 16 | 1 Amph/fu, 1 TRS/fd, 1 Inf, 1 Ftr3, 1 Pilot, BB-King George V/fu |
JA40 | 16 | 1 TRS/fu, 1 CP, 1 Amph/fd, 1 Mil, 1 Nav3, 2 Pilot |
Posted in / games / wif
Thu May 20 18:32:53 2010
Assuming a MJ 1941 attack, you've got 10 turns before the germans roll
across the border.
Russian Build Points should be as follows, assuming the Japanese
don't attack.
Turn | Res/Fact | PM | BP |
SO 1939 | 23/30 | 0.25 | 8 (2 from germany) |
ND 1939 | 23/30 | 0.25 | 8 (2 from germany) |
JF 1940 | 23/30 | 0.5 | 14 (2 from germany) |
MA 1940 | 23/30 | 0.5 | 14 (2 from germany) |
MJ 1940 | 23/30 | 0.5 | 14 (2 from germany) |
JA 1940 | 23/30 | 0.5 | 14 (2 from germany) |
SO 1940 | 23/30 | 0.5 | 14 (2 from germany) |
ND 1940 | 23/30 | 0.5 | 14 (2 from germany) |
JF 1941 | 23/30 | 0.5 | 14 (2 from germany) |
MA 1941 | 23/30 | 0.5 | 14 (2 from germany) |
You may have a couple extra BP if you demand the Rumanian and Finnish territory.
So, you've got 128 BP.
What's in the force pool?
USSR Force Pool
class |
type |
cost |
1939 |
1940 |
1941 |
1942 |
ARM |
ARM |
6 |
2 |
1 |
1 |
1 |
ARM |
HQ-A |
8 |
1 |
|
|
|
ARM |
MECH |
5 |
5 |
1 |
2 |
2 |
CAV |
CAV |
2 |
2 |
1 |
|
|
INF |
GARR |
2 |
8 |
2 |
2 |
2 |
INF |
HQ-I |
5 |
1 |
1 |
1 |
1 |
INF |
INF |
3 |
16 |
2 |
2 |
2 |
INF |
MOT |
4 |
7 |
2 |
3 |
3 |
INF |
MTN |
4 |
1 |
|
|
|
INF |
PARA |
5 |
1 |
|
1 |
1 |
Timoshenko (HQ-I), Zhukov (HQ-A), 1 Mech, 5 Inf, 2 Gar, 2 Cav, 2 Ftr 2, 3 Lnd 3, 1 Lnd 4 are set up.
That leaves 2 Arm, 4 Mech, 1 Para, 7 Mot, 1 Mtn, 11 Inf, 6 Gar.
Russian Build Program
Turn | BP | Builds |
SO 1939 | 8 | 2 INF, 1 Gar |
ND 1939 | 8 | 2 INF, 1 Gar |
JF 1940 | 14 | HQ-I, 2 INF, LND3 |
MA 1940 | 14 | 2 INF, 1 Gar, 1 Pilot, 2 Ftr2 |
MJ 1940 | 14 | 2 INF, 2 Gar, 1 Pilot, Ftr2 |
JA 1940 | 14 | 2 INF, 3 Gar, Ftr2 |
SO 1940 | 14 | 2 INF, 2 Mot |
ND 1940 | 14 | 2 INF, 2 Mot |
JF 1941 | 14 | 2 INF, 2 Mot |
MA 1941 | 14 | 3 Mot, 1 Cav |
Posted in / games / wif