carlpgoodrich wrote:I am confused by what is meant by "lowering the cost of those techs to 4 turns," etc. Can someone please explain this to me?
The conscription techs are good.
I agree with Tanarri, 6 is too much for standing army. I think the 3 that is in the current draft works well. For activated reserves, I am good with either 8 or 9.
In terms of the cost of these 4 techs, my first thought is that 30 on secret conscription is a bit high, especially if activated reserves is worth only 40 (you would have to have 6*9=54 territories for secret conscription to be worth as much as activated reserves). I like the idea of secret conscription being a viable option for early game strategies because it favors a more aggressive approach, but if the cost is too high it will be more of a middle game strategy.
Here is a summary of the 4 techs with my current thoughts in bold
- standing army -> +3 bonus ->12 or 15 neutral (leaning towards 12)
- activated reserves -> +8 or +9 bonus -> 40 neutral sounds about right
- secret conscription -> +1 per 2 -> 20-25 (25 seems ok, I would want to hear some more convincing arguments for anything higher)
- open conscription -> +1 per 1 -> 90-100
When I (or Oliver) refer to the cost of techs in terms of 'turns', it refers to the spreadsheet that he did (last posted on Page 43, I think) of the different techs, their average bonuses, and the number of turns that it takes to break even on researching the tech. So, for example, when I suggested reducing the the cost of Standing Army to 4 turns, what I meant is reducing the neutral value on the tech to 12 (it's a bonus of 3, times 4 turns for break even, equals 12 neutral). For the sake of easier reference, I will include the table at the bottom of this post, since it's 4 pages behind and is about to get more difficult to get to.
After some further thought, I think I would like to suggest a different rationale for calculating the neutral values of these techs. One very important factor that I, and perhaps others, have been forgetting about the Conscription techs is that they require you to spend troops on the board in order for you to get the benefit of the tech. For this reason I would suggest keeping the cost of at least the Secret Conscription tech to no more than 5 turns.
Because of this, I would suggest no more than 20 for Secret Conscription, but would even consider saying 16. While I think it's reasonable to expect someone to take 1/6 of the mines by early game, I think that going for straight region count is a lot more costly and we should expect someone to only have acquired around 1/9th of the regions by the same time. Using this logic, assigning a cost of 16 to Secret Conscription would make it a 5 turn break even. For comparison sake, I would suggest 1/5th of the regions for mid game and 1/3 for late game.
Using this logic, I would suggest a neutral value of 50-60 for Open Conscription. A value of 50 would put the break even at 5 turns using the above logic, however I would lean more towards a value of 60, simply because of the sheer potential that the tech has if someoen were to a large number of regions.
As noted previously, the suggested +1 per 6 and +3 per 6 (or +1 per 2) region bonus for these techs is different than a total of 1 troop for every 2 or 1 troop for every 1 region. Whichever direction we decide to go with this, it should be recorded as such on the tech description so that the players are getting the bonuses that they're expecting.
For the neutral values of Standing Army and Activated Reserves, after further consideration I think that these should be raised to 6 turns. While I realize that these do not have the same potential as the Consciption techs, they only cost what the tech costs to research and do not cost any troops on the board to take the regions. They are also permanent deployable bonuses since they cannot be broken. For these two reasons, I think that a 6 turn cost would be more appropriate. This would bring my suggested cost of Standing Army up to 18 and of Activated Reserves to 50 or 55. I think if there is support for my thoughts above on the Conscription techs and we have a 60 neutral for Open Conscription, then a 50 neutral for Activated Reserves would be good since it provides a bit of a spread in costs for the advanced techs. I could even see suggesting swapping the two, since it would make Activated Reserves be around 6.5 turns (still a great deal) and Open Conscription be more in line with the Secret Conscription break even ratio.
I know this reasoning is a pretty big 180 from my previous thoughts, but I think once we consider the sheer number of troops that would be spent in taking territories for the Conscription techs, that it makes a lot of sense. Otherwise the player who stacks and never leaves his homeland can get a pretty big advantage while another player spends tons of troops taking territories and weakens himself while doing so.
Here's the JPEG that Oliver posted on page 43 and below it is the link for the spreadsheet that was posted on page 40, in case anyone wanted to play around with the numbers at all.
- Click image to enlarge.
http://www.arrakis.es/~oliverfa/RCDashboard.xlsx