isaiah40 wrote:Or have the Homeland Capital able to reassign men to the lab? I think this makes more sense.
Perhaps more thematic sense, however, allowing capitals to attack labs brings it own set of problems:
It breaks the seperation of the research from the land (which I found an admirable concept, that lands couldn't directly interefere with research)
It brings with it the concept of multiple labs (which I was coming to obliquely in my previous post about starts, I didn't want to bring it up if not needed) and thus the question of bonus stacking (2x National Pride maybe, but double propoganda, conscription, and mining FEEL silly, even if they're not unbalancing) which complicates things, (even if only to the extent of making the legend say: IDENTICAL RESEARCHES DON'T STACK)
So I feel allowing the researches to counter assault is a better idea (avoiding multiple labs entirely if you force 1 Lab only at the start, well, barring deadbeats in team games that is).
In the original drafts of the map, before even Winning Conditions were around, we had it set up so either the capitals could attack the laboratories or bombard all researches and the laboratories, I can't remember which. As soon as the Winning Conditions feature came along, we completely separated the map and, at the time, made it so if you owned 2/3's of the map or Doomsday Device you would win, which definitely helped part of the problem you're mentioning.
The other part, as you pointed out, is 2-3 player games start with two capitals and laboratories. There was quite a long discussion regarding what to do about this and in the end, we decided only one bonus would apply per tech. At the time I don't think TSFs had auto deploys and Doomsday Device either didn't exist or was a Winning Condition, so the decision applied to all techs. I think it would be worthwhile to reopen the discussion since the techs have changed around a bit since then.
The way the techs and site's code limitations are set up now, both TSF and Doomsday will have to be allowed to give their bonuses twice. Personally I think thematically it makes perfect sense anyway, since city/capital could have its own TSF and building two Doomsday Devices should be fine, though I'm not sure there'd be much of a point unless the game went on a long time and the +75 per turn didn't end up meaning an automatic win.
I also think National Pride should be allowed to be scored twice, since as Eric mentioned, it makes perfect sense for each "nation" under a player's original control to feel pride for their nation. It's also a bonus which is tied to owning the corresponding homeland, which means each bonus could be broken separately. I have some minor concerns about how having the doubled +6 bonus early in the game would affect gameplay on the map.
Again, as Eric mentioned, I think having the mining techs, conscription techs, and propaganda be limited to one bonus makes perfect sense in every way.
The only tech I'm not sure whether it should be limited or not is Standing Arny and Mobilized Army. Thematically I think it could make sense to allow two bonuses, since each nation could be seen as having its own army which it can have on increasing degrees of alert/readiness. Much like National Pride though, I have concerns these bonuses, if allowed to be doubled, could cause gameplay balance problems... especially since they're not able to be broken once they're researched.
The only other tech there is other than those is Sabotage and there's no bonus there, so I don't think it needs to be mentioned either way. I can't see why someone would want to research it twice.
The other problem that I just realized is that nowhere in the legend does it mention you only get one bonus per tech. This is definitely something that should be included, since I'm sure many people will expect to get double bonus on Propaganda, Mining, and Standing/Mobilized Army.
Thanks for bringing this up Eric, it's brought up a couple pretty important points