George Geczy wrote:
One item on our wishlist is a lobby option to adjust the max # of Garrisons buildable in a hex, from 0 to 7. But I also want to address some of the other elements.
EXCELLENT! If I never see another garrison then I will be a happy player.
I'm surpised that no one has mentioned this yet - make the "Reduce Garrisons" priority for the DM actually work.
IMHO, the concept of adding "speed bumps" to the game was a mistake from the start. The next time, you might want to give more consideration to your new players (customers) who are already so shocked at the game's complexity that they would welcome an easier military aspect, instead of the "generals" who keep insisting that you make the military game harder.
But the garrison problem is compounded by other questionable elements in the game:
1. Over-population of units.
2. Short-range units allowed to attack outside of their hex.
3. Close combat penelties.
4. No-miss attacks.
5. Overly-strong garrison units.
Each of these factors makes a bad idea worse. I'm not sure if the factors are additive or multiplicative but together they make a speed-bump into a very big pot-hole.
1. No village is ever going to have 540 garrison troops (one garrison) guarding it unless the Defense Minister is visiting.
2. Garrisons can attack at a max range of 31 km instead of just 1 km. Pretty good for a bunch of students with AKs.
3. Garrisons can make close combat-value attacks into the surrounding open country-side.
4. They never miss.
5. Attack and defense values of Foreign Legion troops vs Garrisons:
Oh, and garrisons can attack high-speed, fixed-wing aircraft - LOL.
I was going to mention the supply issue, but that is a "home field" advantage that is enjoyed by any unit that fights from a supply-generating hex, isn't it?
How about halving the number of units on the map i.e. no garrisons? Then all of that computing power that you have freed up could be used to make the legitimate fighting units smarter, i.e. way-points, ranged attacks, realistic ranges. Most of the AI's units on the map just sit around at their base un-used. Therefore the percentage of units actually in combat is relatively small and the computational load should be manageable.