A few updates:
- I decided to add ethnicity as a major game play factor. I am still considering how this will influence the basic ruleset since I want to avoid the RPG-like model of different groups have people having inherently different advantages (or disadvantages). With that in mind, ethnicity will be probably be abstract and relational.
- Key Leaders will be a central element for each side, who will have unique leaders (i.e. commanders, diplomats, aid workers, etc) that represent different parts of the institutional effort. I am still working out how this look precisely, though they will be extensively tied into policies, cards, and actions. Having key leaders in the wrong place at the wrong time (and using the wrong policy and units) will have an incredibly negative impact on the player's strategy implementation to reflect bureaucratic resistance and the necessity of political buy-in by supporting agencies.
- Although using real-world military designations would add some flavor to the game, I decided against it so players focus instead on the operational and strategic options made available by the use of some types of units in lieu of others. So Army light infantry brigades, special operations forces, and paramilitaries, among others, will all be abstracted (though at a future date I may change this, as I see opportunities to add another dimension to strategy here).
- Lastly, I am looking at scrapping the hard end date of Fall 2016 to something more gradual. An array of conditions will likely trigger an "End-Game", which will use a series of fixed events to move the game towards a conclusion. Right now, this might be when a faction achieves its victory conditions in any turn, which will trigger a set series of events to allow for the other players to grab what's left; i.e. the US might achieve its objectives earlier than anticipated, triggering a gradual US drawdown, encouraging GIRoA and the Taliban to redouble efforts in a set amount of time. This is still under consideration so any feedback is welcome.
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