I can see where Sandman is going here, so I thought I may as lay down the overall premise of what I''d like to see in a strategy game. In many ways, this will look familiar as a combination of Shogun and Close Combat.
1) Pre-planning phase: Before you even get to move your forces to attack or start your industrial machines, you have to have the game setup. In my envisionment, it will be something similar to Empire Earth, in that you get to create your own civilization. You will be able to take certain advantages or disadvantages to create a society to your liking. For example, do you want to create something along the lines of Japan? Then limit your natural resources, but give your troops fanatic discipline. Germany? Give your troops excellent machinery, but inflexibility in command structure. You also get to chose your starting resources and armed forces. In other words, you "build" your society at the very beginning...the foundations of your might before the game even begins. I think a society at a bare minimum must be defined by it''s various natural resources (power, raw materials, agriculture), I think there are other socio-econimic factors to think about too, such as discipline, flexibility, mercantile or industrial prowess, etc. And all of this must be "paid" for by the player. In other words, just as in RPG''s you design a character by determining characteristics like strength, dexterity, health and then equipping him with weapons...in many ways you will "design" your country in the same manner.
Now, this is important...your ARmy will have a certain maintenance cost, and you must factor this into your nation''s industrial/economic capabilities. You must also take into consideration supply lines. Admittedly, I only have a rough idea of how to implement these things, but I''m slowly working on it (inbetween all my studies
) However, reserves and reinforcements will have no artifical restrictions...except those placed by you yourself. In other words, if you want to attack with 75% of your forces and keep a quarter in reserve, more power to you. Remember though, that you have to get your reserves into Battle (I''m sure Napoleon won''t forget that one at Waterloo). Also, make sure your own homelands aren''t vulnerable to attack by spreading yourself too thin (along these lines, we should thank the French, they helped us win our Revolution, and had they not stretched England''s forces thin in 1812...we probably would have been reconquered....England shouldn''t have fought on more than one front....then again, Napoleon was attacking Haiti at the same too...but I digress)
* now, I do have some reservations about all these "point totals" because I''ve never been keen on the idea of "point totals". In other words, assigning a value to a unit, (although I think factory, or a resource are more easily objective defined) is a bit subjective. In the real world, there are only a few factors that affect the relative quanitity of a unit; price, training, raw materials. In other words, there are far more infantry in the world than tanks because tanks cost a whole hell of a lot more than infantry. Then there''s other considerations like its more expensive to transport them as well. But there''s a more dogmatic problem to assigning point values to units. Let''s say you created a unit that has a devestating weapon that can be used at incredibly long ranges. Normally, this unit would be extremely effective....until you put it in a jungle where it can get mired and it''s long range weapon is null and void. See what I mean? The value of a unit is very contextually based, so you can''t really say, "this unit is worth this amount of points". There''s also the problem of holistic effectiveness. You can create two cheap units, but together they become very effective because they cover each other''s flaws. So the net effect is that they are worth more than the sum of their costs. How do you account for these things??
2) Planning Phase- Okay, in the real world, when two nations are about to go to war, they already have an existing armed forces and industrial strength. Now, think of a grand map...for example, let''s envision Germany and Poland. Each country will be split into several regions, and units (and industrial might) will be placed in certain geographical regions. Now, if you want to attack, you simply move your forces via land air or sea (well, land or air in the Germany vs. Poland case) and invade the others territory. But, in true strategic sense, you have to make sure you don''t leave your own borders defenseless. So perhaps the German forces will launch a southern attack into the Carpathian area of Poland, spearing as deep into the rich urban centers along the Vistula river as possible. But to confuse Polish counterattacks, Germany could launch a feint along Poland''s northern reaches, near it''s Black Sea ports...making the Poles wonder what the true targets are.
So, there will be a grand map (and I do mean grand....in my thinking of strategy, I''m thinking in sizes of Divisions at least...maybe even corps or armies...i.e about 5,000 troops minimum up to 20,000+. Granted, these will be grouped into smaller units) that you can plot where you will put your forces. Now, you won''t be playing with all of these forces at once...rather you will fight in theatres of operations. In the above example, you might split it into a Northern Poland/Southern Poland thing
During this stage, you will also alot your industrial capacity to produce war material. I''m not sure how much domestic concerns I would include...such as civilian morale, feeding civilians, stuff like that, but I think it is important.
3) Real-time phase- Now comes the juicy part, actually watching your forces play out according to your overall grand plan, and watching them quickly crumble as no plan survives initial contact with the enemy. That''s where the RT aspect comes in, being able to alter your plans on the fly. After a certain amount of Real Time passes, it reverts back to the planning phase. The reason for this is I think it''s a bit silly to have a commander worry about fighting AND domestic concerns at the same time. I thought that ad with the game where a king has a trowel in his hand building a wall, while enemies were about to attack him was hilarious. They are two seperate considerations performed by two different people (well, except maybe in military regimes).
So, to get back to Sandman''s original idea, should a game start with predetermined forces? Yes, I think so. I also think that the "map" should be known for the most part. In other words, you create your armed forces because you know how you would want to attack or defend. For example, if your neighboring country was a jungleland, you probably wouldn''t build up on tanks so much, but concentrate on infantry. Conversely, if you were in a desert country, you may want to stock up on tanks. I''m just a bit leery on "valuing" units, since its so subjective, but I''m not really sure if there''s any other alternative. I''ve had discussions about balancing before, and I''m not sure if its entirely necessary.
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley