Is the Island Clusters campaign even close to being balanced?
Spinward Pirate,
As with many things, the answer to your question is It Depends. My group played it so often(1) that certain opening gambits for certain starting positions became almost so routine that it began to bear an uncanny resemblance to Avalon Hill's Afrika Korps(2).
Events in a full TCS campaign are primarily driven by the actions of the two "witches" and the two "Mexican Stand-off" pairings.
The "witches" are New Home and Esperanza. New Home has a TL bonus and Esperanza has a population bonus. IMHO Esperanza is the better of the two.
She has much more money and her TL disadvantage means she'll be building cheaper designs; i.e. infinite missile monkey boats. Because Esperanza is also behind a "moat", she's hard to get at. If she waits and conducts offensives against one opponent at a time she can quickly swamp them.
Esperanza has an excellent strategic position too. She's on the edge of the cluster and thus has one "flank" already "defended" while each of her possible initial opponents all have to worry about other systems.
New Home's TL bonus isn't as powerful as one first would think. She has a much smaller budget with which to build her navy and the improvement in ship systems she enjoys isn't that significant. She has somewhat better dampers, somewhat better spinal mounts, somewhat better drives, somewhat better computers, and so on but all of that is incremental.
New Home's strategic position near the center of the Cluster isn't a good as you'd first assume either. While only one player, Neubayern, can attack her directly, she can be reached from five other systems. Being essentially surrounded with a smaller navy means that New Home can only fort up and counter punch for most of the game.
The two "Mexican Stand-off" pairings are Sansterre-Amondiage and New Colchis-Joyuese. The worlds in those pairs are only two parsecs from each other and, with jump3 being the standard for six of the Cluster's eight battlefleets, worlds in each of those pairs can directly attack the other directly while still maintaining "bugout" fuel for jump1. Many of the campaigns I ran saw alliances of varying degrees between the "Mexican Stand-off" pairs early in the game.
The Sansterre-Amondiage pairing on the Cluster's edge has the better strategic position of the two. The New Colchis-Joyuese pairing is not only towards the Cluster's center but also borders Esperanza. These different strategic positions meant that Sansterre-Amondiage alliances were usually offensive in nature while New Colchis-Joyuese alliances were usually defensive.
Sansterre-Amondiage would usually picket Colchis and then strike at Neubayern and New Home in that order to (hopefully) control the Old Islands quickly. New Colchis-Joyuese would snap up the rest of the New Colchis trace while closely watching Esperanza and Serendip Belt. When Esperanza's offensive kicked off, they'd either defend New Colchis or try to hit Esperanza proper while her forces were engaged against Serendip Belt.
Because of the distribution of systems within the Cluster, Serendip Belt and Neubayern are rarely masters of their own fate. They like New Home, essentially react to the events around them. Serendip and Neubayern are too far apart for any type of alliance to have any real benefits. This is because both are relatively isolated and both face a 363.63kg gorilla, Serendip with Esperanza and Neubayern with the almost automatic Sansterre-Amondiage alliance.
My recollection of it is that most of the systems would be dominated by a couple of the more advanced systems.
That's the idea. All the nonaligned systems are easily gobbled up by the Cluster's great powers once the balloon goes up and the Concordat of Topas is shredded. Seizing non-aligned systems and holding them long enough to collect taxes from are two different things however.
Regards,
Bill
1 - TCS was a perfect multi-player game for shipboard. Everything could be done by pencil and no one ever needed to meet face to face.
2 - Like The Russian Campaign, that game has been played so long and so often by the hobby that its system has been essentially hacked. Much like chess, there are a handful of opening gambits and counter gambits that trump all other options. Again like chess, I've seen players at cons resign from a game in as little as three turns because they know they cannot win twenty turns later.
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