A comment in another thread sparked this thought, which expanded into something that deserves its own home.
It seems, that it will be normal to have only one army, sometimes two, no more then three
Instead of making this a rule ("No more than three armies"), make sure that your game system creates this outcome naturally. If army units consume more resources (food, industry) than normal population (let's call them "citizens") units, then a maximum will naturally present itself... raise too many armies, and your citizens will not be able to feed/arm them without ignoring the other aspects of civilisation-building that make up your game. (architecture, the arts, farming, manufacture, trade, diplomacy?)
Thus it becomes a choice for the player... and an exercise in balance. A player who raises a large army might find immediate success against opponents, but will eventually learn the self-damaging effects of protracted warmaking - as all civilisations in history eventually have. Give the players a chance to govern their choices through "laws" (actions that limit themselves through existing in-game mechanics) rather than "rules". (actions with author-enforced limits)
The player then learns the law:
"Raising an army larger than three units is severely taxing on my resources and will starve me and hurt me, if I can even manage it in the first place."
rather than being told the rule:
"You may not raise an army larger than three units."
I think that the former is a much more satisfactory and immersive game effect that, with proper balancing, can achieve the same - or nearly the same - result.
I believe that a good design for a themed game should try to encourage this preference of "laws over rules" as often as possible.
Any thoughts?
~Josh
Principles imight be better, but I was hoping to work this into some sort of proverb; Laws may be broken, Rules may not.
Terminology aside, I do agree with you on the method of keeping principles (laws?) unstated and letting players discover them for themselves.
Take Settlers of Catan, for an accessible example. The designer wants to keep hand sizes down, to prevent hoarding of cards, which could stall or halt the game if it were allowed to happen. Instead of a rule, (You may not hold more than x cards in your hand), we are given the robber, a mechanic which, among other effects, serves to potentially hurt any player who dares to go over a certain hand limit... players who amass a large hand and get struck by the robber quickly learn to keep their hand within a reasonable limit. In general, hand sizes stay small. Designer objective accomplished.
The rule says: You can't hold more than x cards.
The law would say: You shouldn't hold more than x cards.
The author enforces the rule.
The game enforces the law.
~Josh