I made a playtest lately for an idea of mine where the players cooperate together from a starting point to conquer all europe. Here is the prototype picture:
http://bgd.lariennalibrary.com/uploads/Mainsite/GameIdea/GameIdea-WrathD...
Now the problem is that I fear that the AI the players are fighting against will never have sufficient forces to crunch back the players.
So my question is: What mechanism can possibly crunch back the player?
I think it could be related to production and resource management. From the examples used in WW2 for the European and pacific theater, it's like if the aggressor was well prepared and full of resources, but it would eventually run out of resources if the expansion is not fast enough.
Right now in my game, there is a role selection mechanism that gives game actions and new units. Which means that this production is independent of empire size and even if crunched back, having little territories is not a disadvantage.
So from what I understand, the players will need to start with a large amount of resources but the only way to resupply those resources should be through territory conquest (so roles would not give units). So that losing territories can actually hinder the players.
Is there other ways to deal with this problem that the solution above?
Well if you think it can help you here is the info but there is not much to say about it:
I am aiming for a deep and small game with a euro style look and feel which is in fact a war game. Play time possible around 3 hours. Cooperative game playable solo where the resources for now are simply unit cubes used for battle. Their quantity in a location unlocks additional units (dice) to roll in combat. The AI is composed of 8 cards, 1 for each territory, and after each player turn and after certain events, a card is flipped and the matching territory acts ( spawn units and attack if able).
I made some computations, right now each player will spawn an average of 4.3 cubes on their turn, which means 13 cubes when all players have played. But it's currently always fixed. So if the AI would need to produce more than 13 cubes to over come the player. Right now the AI produces 3-6 cubes in the same amount of time.
I made a mini test this morning where the min production average was 2 per player, so 6 cubes, but now conquered territories gave 2 cubes. So near the end when players have 6 territories (7 are required to win), They would produce up to 18 cubes. It seems right now that I might need to make the AI produce more cubes to have a chance of cushing the player. Using territory as resources also gives a possibility to cripple the player's income (because it cannot be recovered once destroyed)
So yes, I can use cube average to balance unit production and make crunching back possible. But it there other ways to balanced this besides cube production.