New Feature: Puppet States and Semi-Core Provinces

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    • New Feature: Puppet States and Semi-Core Provinces

      As of now, Call of War is already the most realistic WW2 strategy game I can think of. Even board games like Axis and Allies or Tide of Iron aren't nearly as realistic as Call of War. However, there is one thing I would like for Call of War to introduce as a new feature of the game in order to make it more realistic and fun to play: puppet states.

      In WW2, both the Axis and the Allies created puppet states: Germany had Vichy France, Slovakia, and later in the war, Hungary. Japan had Manchukuo and the Provisional Government of the Republic of China. The Soviet Union had Tannu Tuva. Puppet states were an important part of war propaganda and mind games.

      As of now, there are only 2 types of provinces in Call of War: core and non-core provinces. This will soon be changed. With the new feature of puppet and belligerent states, a third type of province will be added: semi-core province.

      A player in any game mode can create a puppet state, and the provinces in that puppet state will become semi-core provinces, which are provinces that produce 40% resources (as opposed to 25% in non-core provinces). Note: core provinces that are used to create a puppet state will also become semi-core provinces, meaning they will only produce 40% resources.

      The steps in creating a puppet state are:
      1. Player chooses provinces for the puppet state.
      2. Player chooses a name for the puppet state and a name for the leader of the puppet state (names must be appropriate).
      3. Player chooses a flag for the puppet state.
      4. Player confirms the creation of the puppet state.
      5. Player pays 2,500 of all resources except gold (5,000 money) to create the puppet state.

      The regulations are as follows:
      1. The puppet state has the same doctrine as the player who created it has.
      2. The puppet state must have at least 3 provinces, including 1 urban province.
      3.1 If the puppet state has only 1 urban province, the capitol will be built in that province.
      3.2 If the puppet state has more than 1 urban province, the player can choose where the capitol will be built.
      4. A player can create only 5 puppet states in the ENTIRE GAME (no more than 1 puppet state per day).
      5. A player's troops that are in the provinces assigned for the puppet state during the creation of the puppet state automatically become that puppet state's troops.
      6. A puppet state cannot join a coalition.
      7. When a player goes inactive, the puppet states that the player has created will be controlled by the player's AI.
      8. Puppet states can be created from Day 7 onward.
      9. A player can send diplomacy messages on behalf of the puppet state.

      Now, there are, of course, advantages to the creation of puppet states. The advantages are listed below:
      1. Player has complete control over the puppet state in every aspect. E.g. player has control over production and construction in the puppet state.
      2. Player can trade embargo other countries on behalf of the puppet state.
      3. Player can declare war on other countries on behalf of the puppet state.
      4. Player can dissolve the puppet state whenever he/she wants to (dissolving a puppet state requires 1,000 of all resources except gold and 2,000 money).
      5. Player can fully control the puppet state's armies.
      6. Puppet states (if created in non-core provinces) will produce more resources.
      7. Puppet states (if far away from the mother country's capital) will have higher morale.
      8. Player has share map with the puppet state.
      9. Player will appear to have more allies.
      10. Player will not be betrayed by the puppet state.

      With the advantages also come disadvantages, as to ensure that the game remains balanced. The disadvantages are listed below:
      1. Puppet states (if created in core provinces) will produce less resources.
      2. Puppet states cannot join a coalition.
      3. A puppet state's victory points will not count towards the player's victory points.
      4. Player loses resources in creating or dissolving a puppet state.
      5. Puppet states will not automatically be at war with the countries that the player is at war with (unless the player declares war on those countries on behalf of the puppet state.
      6. If a country places a trade embargo on a player's puppet state, that player's original country is also automatically trade embargoed (and vice versa).
      7. If a country declares war on a player's puppet state, that player's original country is also automatically declared war upon (and vice versa).
      8. Puppet states are not real allies, as they are completely controlled by the player.
      9. A player can create only 5 puppet states per game (no more than 1 per day).

      The introduction of puppet states into Call of War should first be tested, just like how paratroopers were tested when they were introduced. Not all players might not like the idea of puppet states, so initially, they should be introduced only in some game modes (namely 1939 Historic World War). Then, when people become more familiar with them, they can be introduced to other game modes.

      As puppet states will make the game slightly more complicated for new players, it is recommended that puppet states not be introduced in tutorial modes, at least until most players are familiar with them and articles about them are added in the Call of War Wiki.

      I am certain that the introduction of puppet states will make Call of War 1942 a much more realistic WW2 strategy game and will give players quite a bit of fun in naming and choosing flags for the puppet states that he/she creates. I hope that the Bytro Team will take this new feature into consideration and test it out to see how well it works. The introduction of puppet states may take some time, like the introduction of paratroopers did.

      Call of War is constantly introducing new units, new playable countries, and new game modes. What, then, would be the reason for not introducing puppet states?

      The post was edited 3 times, last by Messerschmitt Plane ().

    • This feature has been suggested many times before. If you want a realistic strategy wargame, Hearts of Iron 4 will be a good fit for you. I think that it has these features. Call of War tries to be realistic, but not too overcomplicated for new players.
      WHOS GONNA CARRY THE BOATS?
      WHOS GONNA CARRY THE LOGS?
      THEY DON'T KNOW YOU SON!

      - David Goggins