Morg wrote:Native Units seemed to be a little bit too much. I think I should just get rid of them.
Settler Units. I want to hear from you guys, what you thought. From my perspective it looked like the people who used them were mostly penalized for it, because they went effectively 2 years without gaining anything from it.
Native units I didn't mind but they were not balanced. Only three powers really have to contend with them in the early game. USA and Spain don't ever encounter them. That does two things I think. Pushes USA and Spain into a natural alliance and forces cooperation between Mexico and Texas that is not always in either's best interest.
The Settler I hated but without it it's not a unique variant. You could just call the game war for America instead.
How I would change it. The settler can only settler the "X" settlements. The settler would have a .5 attack and a .5 defense. They can hold their own but they'll be killed by an army or fleet 1 v .5. Also it is not automatically destroyed when a new settlement is founded. They are sort of like farmers with pitch forks and shot guns. A player can choose to disband their settlers during the Winter if it is on a settlement and automatically get the build. The idea behind this is that the Men have joined the army elsewhere (Remember the Alamo) or taken up the local militia to protect the new settlement. They can also choose to settle the settlement keep the settler, the settler then counts as one of their units.
The natives would also have .5 attack and defense of .5. This means two things. 1 a settler hitting a native unsupported is a standoff (it doesn't kill them) and the native is revealed to the map. It also means they can be supported against an army succeed if it's a 1.5 v 1 situation.
As far as unbalanced against the USA I disagree somewhat. The fate of this USA in this game had to do with us locking horns early and me out maneuvering him diplomatically. If I had lost out diplomatically I would have been killed and he would have been very strong. Where I agree with the US is that he is very close to two neighboring countries right away. LOU is touching HOU and NYK is touching MTR. No other country, starts out with neighbors that close yet the USA has two. Maybe make MTR a neutral (though not historically accurate) and have GB start in NQUE and QUE.
AGLB: Once Mexico has control of GLB Texas will never have a navy and there. I imagine their is historical precedence for this but once they lose GLB they are locked down and at Mexico's whim. I was luck and convinced Mexico not to fight me and focus elsewhere but it gets really dicey for a while. Once MExico is in GLB Texas can barely move since it touches SAN, HOU, and LOU. You have to be worried about support from LOU or LOU cutting HOU right away. That one location is very easy to access for Mexico and completely stops the Western Gulf Coast. Early Mexico has very few threats besides Spain and it makes attacking Mexico the ideal path (there seems to be historical precedence for that too).
Things I liked:
The number of centers for victory could change over time.
The map was well thought out.
For a 5 player game their were some decent natural stalemate lines.
The size of the map makes open dialogue with everyone critical.