I think in the heat of the battles I would forget to place them apart all the time. And when I get nine hits and remove two dark red counters then it would be a fuss to exchange them with the bank and keep track of casualties etc. I get your idea and appreciate the thought behind it. Especially because of the Germans IRL.
I saw interesting moves since these rules, because it is not just the capital, but all lands that need to be defended.
And ofcourse IRL Germany surrendered with hardly any territory occupied, but that was quite rare. I think it can be compared with playing this game as Germany and seeiing the Ottomans and Austrians defeated and having the full might of the three western allies with enormous armies in Belgium. Then anybody would give up.
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Therefore, some kind of "war weariness" factor needs to be added, calculated from the time a power joins the war, and/or based on casualties suffered.
I really don't think keeping track of losses is that difficult; it can be as simple as tracking IPC income if it needs to be.
Let's follow and study the example of France. If at any time this power begins its turn with homeland territories worth a total of 8 IPCs or more either captured or being contested by one or more enemy powers, it will suffer an economic collapse. It will not be able to purchase/mobilize new units, nor collect any income. This situation will continue until France begins a subsequent turn with the total value of homeland territories held or contested by enemy powers below 8, in which case it will once again be able to purchase units and collect income. However, if it begins its turn with this value at 10 or more, France will suffer a political collapse and be required to surrender and leave the game
Shouldn't that last sentence be:
However, if it ends its turn with this value at 10 or more, France will suffer a political collapse and be required to surrender and leave the game.
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