I still prefer “collapse into Revolution” to “sue for peace”. Civil wars and such.
How to distinguish between them?
From my post in another thread:
Until we find out the official victory conditions, let me argue for the game being won by collapse in national morale, rather than the capture of specific tts.
This is entirely historical, and avoids the silly old capture the capital rules.
So - a track to record national morale levels in the same manner as IPC incomes.
Ranges from +10 to -20.
-11 to -20 is “Disorder”. A nation in Disorder has limited function; in particular its units may mutiny, and it is more susceptible to negative effect event cards.
below -20 is “Revolution”. A country in Revolution is effectively out of the game, but may be able to recover (but this is unlikely).
A side which has all its major nations in Revolution or defeated has lost. It is possible that both sides may collapse simultaneously, in which case both sides lose!
All nations begin at 0 morale. Although it can be argued that some nations were happy to go to war in order to disguise unrest as home, the assumption is that people at first are caught up in a rush of patriotism. In the end the war collapses as people get sick of the casualties and food shortages, so there is a finite game length: it shouldn’t go on beyond 1919.
At the moment, my list of factors effecting morale is:
Lose capital: minus 5
Lose any other home tt: minus 2
Lose any other tt: minus 1
Lose convoy: minus 1
Lose 10 units in combat*: minus 1
Suffer a bombing raid on your capital (1st time): minus 3
Suffer a bombing raid on your capital: minus 1
Lose a dreadnought: minus 1
End of 1st year of war: minus 1 (all powers)
End of 2nd year: minus 2 (all powers)
End of 3rd year: minus 3 (all powers)
End of 4th year: minus 4 (all powers)
End of 5th year: minus 5 (all powers)
Capture an enemy (not minor nations) capital: plus 5
Capture any other enemy tt (not neutral nations): plus 1
Bomb an enemy capital: plus 1
Build a new dreadnought: plus 1
Clearly the weight is towards declining morale; it is ultimately a matter of survival.
- I suggest having a “casualties box” for eliminated units. When a nation has 10 units in there, return them to the national unit box and move their morale marker 1 step down.
The CB can also be used to implement certain event cards, such as:
Czech Legion: Russia may take 3 Austrian units from the CB, return them to the supply box, and place 3 Russian infantry in any Russian centre. This represents the recruitment of national minority units from enemy POWs.
Other event cards can effect morale directly, such as Germany sending Lenin to Russia (which must be in disorder).