Well, since this version of TBWD is apparently no longer interesting, I'll reuse this thread for an idea I have for a TBS that is a bit more complex. Here are the ideas I currently have:
Each Region has different stats: - All on a per-turn basis
PP - How fast a Region can produce a Unit, Building or Improvement
SP - How much this Region contributes to your research
GP - How much income this Region provides
Unit Stats:
CP - Strength in Combat
AR - How many regions away it can attack: 0 - Can only Defend. 1 - Can attack Adjacent Regions. 2 - Can bombard Adjacent Regions*
GP - How many GP is substracted from your treasury per turn
PP - How many PP this unit costs to make
WR - How likely this unit is to retreat from a battle it loses (% chance)
Units:
Great War Riflemen - 5 PP, 1 CP, 1 AR, 1 GP
How combat works:
1. Say which region you want to attack
2. Say from which adjacent regions you want to attack.
3. Say which units you're going to attack with (Per region. Aka: Region 1; 4x Great War Riflemen. Region 2; 1x Cavalry)
4. Combat is simulated, side with highest CP wins. Each unit on the losing side goes through a WR check. If it fails the check, the unit is destroyed.
* Units that can bombard adjacent regions do count for CP, but can't be killed when they are used in an attack. They can be killed when defending though.
Unit movement:
Units can freely be moved between any regions you own, as long as they are connected. The troops arrive at their designated region at the start of the next turn.
This is in no way final. I will still add more units, buildings, improvements & techs, but this is just to give you an idea of what it will be like. The map will be the Europe Map again.
Old thread in spoiler for convenience.
Hello, and welcome to...
Turn-Based World Domination! (Mainland Europe Edition)
This is a simple TBS game that I played before here, but on a different map. (Here)
The rules are the same. Except there is now War & Peace.
Everyone starts at peace with eachother, unless someone declares war on someone else, then those two nations are at war. A war can
only be ended if both nations agree, and the new peace can't be broken for 2 turns.
Here is how the game works:
To join, edit the latest version of the map that I posted (it will most likely be my newest post), and change the colour of a WHITE
region to the colour of your choice (as long as the colour has not been used anywhere else, and it can be distinguished from other
colours).
To attack another region, simply edit the latest version of the map and draw a line from the region you use to attack to the nation
you want to attack. You can only attack neighbouring nations (water blocks attacks). White (Neutral) regions are conquered instantly,
attacking a region belonging to another player causes a dice roll (using Random.org). The highest roller wins. If it's the attacker,
they take the region. If it's the defender, nothing happens. If it's a tie, nothing happens. You can only attack one region per turn.
If it's the defender's last region, he/she rolls 2 die instead of one! Regions belonging to Players that have been inactive for 2 turns or more are counted as NEUTRAL regions, meaning they're free to take!
I'll try and simulate a turn (play everybody's actions and update the map) every day at 11AM GMT. It might be a bit earlier/later, depending on how busy I am at that time.
Problem: I have Scorpion's Nation already marked on my map, and its adjacent to Jerry's Nation. So I think on of you should move, unless you find this more interesting (starting next to each other).
Problem: I have Scorpion's Nation already marked on my map, and its adjacent to Jerry's Nation. So I think on of you should move, unless you find this more interesting (starting next to each other).
Despite the fact I feel Scorpion should have moved because his embed broke, I moved to Southern Greece.
Normally I'd simulate a new turn now, but nobody has done anything yet. So here's the latest map & some info about turn order:
The turn order shifts per turn. The actions are executed from first to last, and if the action you were planning becomes unable to be executed (due to the region you wanted to capture no longer being accessible, for example), you will do nothing that turn, BUT you'll be allowed to perform 2 actions next turn, and the first of which will be executed before all others.
Turn order:
Me
AJ
Jon
Scorpion
Jerry
Niko
The turn after that it will be:
AJ
Jon
Scorpion
Jerry
Niko
Me
And after that:
Jon
Scorpion
Jerry
Niko
Me
AJ
etc.
The turns of People who join at a later point in time will be executed before the turn of whoever would normally be last. (I hope my explaining wasn't too terrible.)
You are now allowed to plan your actions. (aka mark your action on the map so it'll be executed when I do the next turn)
OOC: You know, I wish this wasn't so luck based, Who conquers who should be decided by they're technology or something.
OOC: The main point of this game is its simplicity, making it a game you can easily understand and playable by just about everyone without requiring them to look into a lot of rules. Having something like technology affect things brings a whole lot of rules with it, which gets rid of the simplicity of the game.
EDIT: Though I might make a game with more rules at a later time, but it will have it's own thread. This will be the thread for the simpler version of the game.
Well, since this version of TBWD is apparently no longer interesting, I'll reuse this thread for an idea I have for a TBS that is a bit more complex. Here are the ideas I currently have:
Each Region has different stats: - All on a per-turn basis
PP - How fast a Region can produce a Unit, Building or Improvement
SP - How much this Region contributes to your research
GP - How much income this Region provides
Unit Stats:
CP - Strength in Combat
AR - How many regions away it can attack: 0 - Can only Defend. 1 - Can attack Adjacent Regions. 2 - Can bombard Adjacent Regions*
GP - How many GP is substracted from your treasury per turn
PP - How many PP this unit costs to make
WR - How likely this unit is to retreat from a battle it loses (% chance)
Units:
Great War Riflemen - 5 PP, 1 CP, 1 AR, 1 GP
How combat works:
1. Say which region you want to attack
2. Say from which adjacent regions you want to attack.
3. Say which units you're going to attack with (Per region. Aka: Region 1; 4x Great War Riflemen. Region 2; 1x Cavalry)
4. Combat is simulated, side with highest CP wins. Each unit on the losing side goes through a WR check. If it fails the check, the unit is destroyed.
* Units that can bombard adjacent regions do count for CP, but can't be killed when they are used in an attack. They can be killed when defending though.
Unit movement:
Units can freely be moved between any regions you own, as long as they are connected. The troops arrive at their designated region at the start of the next turn.
This is in no way final. I will still add more units, buildings, improvements & techs, but this is just to give you an idea of what it will be like. The map will be the Europe Map again.
Old thread in spoiler for convenience.
Hello, and welcome to...
Turn-Based World Domination! (Mainland Europe Edition)
This is a simple TBS game that I played before here, but on a different map. (Here)
The rules are the same. Except there is now War & Peace.
Everyone starts at peace with eachother, unless someone declares war on someone else, then those two nations are at war. A war can
only be ended if both nations agree, and the new peace can't be broken for 2 turns.
Here is how the game works:
To join, edit the latest version of the map that I posted (it will most likely be my newest post), and change the colour of a WHITE
region to the colour of your choice (as long as the colour has not been used anywhere else, and it can be distinguished from other
colours).
To attack another region, simply edit the latest version of the map and draw a line from the region you use to attack to the nation
you want to attack. You can only attack neighbouring nations (water blocks attacks). White (Neutral) regions are conquered instantly,
attacking a region belonging to another player causes a dice roll (using Random.org). The highest roller wins. If it's the attacker,
they take the region. If it's the defender, nothing happens. If it's a tie, nothing happens. You can only attack one region per turn.
If it's the defender's last region, he/she rolls 2 die instead of one! Regions belonging to Players that have been inactive for 2 turns or more are counted as NEUTRAL regions, meaning they're free to take!
I'll try and simulate a turn (play everybody's actions and update the map) every day at 11AM GMT. It might be a bit earlier/later, depending on how busy I am at that time.
My nation is Dark Red.
My nation is green. (Did I do it right?)
My avatar is not made by ThePiDay, but I'm too lazy to remove this link so it can stay he
Yep, you did.
I decide to be the purple nation.
Avatar: The generic Steve avatar
It's High Noon
My nation is a slightly darker green.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
The image broke. You should update it.
I'll join as the NavyBlue Nation.
Problem: I have Scorpion's Nation already marked on my map, and its adjacent to Jerry's Nation. So I think on of you should move, unless you find this more interesting (starting next to each other).
I claim the upper area! I am a yellow nation in denmark and parts of germany (They don't exist though)
Despite the fact I feel Scorpion should have moved because his embed broke, I moved to Southern Greece.
Normally I'd simulate a new turn now, but nobody has done anything yet. So here's the latest map & some info about turn order:
The turn order shifts per turn. The actions are executed from first to last, and if the action you were planning becomes unable to be executed (due to the region you wanted to capture no longer being accessible, for example), you will do nothing that turn, BUT you'll be allowed to perform 2 actions next turn, and the first of which will be executed before all others.
Turn order:
Me
AJ
Jon
Scorpion
Jerry
Niko
The turn after that it will be:
AJ
Jon
Scorpion
Jerry
Niko
Me
And after that:
Jon
Scorpion
Jerry
Niko
Me
AJ
etc.
The turns of People who join at a later point in time will be executed before the turn of whoever would normally be last. (I hope my explaining wasn't too terrible.)
You are now allowed to plan your actions. (aka mark your action on the map so it'll be executed when I do the next turn)
I invade Central Greece.
I will invade South West Germany soon!
Erm, you can't invade across rivers though...
derp
Updated map:
I draw an incredibly terrible arrow to the place I want to invade.
Avatar: The generic Steve avatar
It's High Noon
I stop existing, giving a free space to anyone who wants to have that place.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
Why? Do you not want to do this anymore?
Nevermind.
I exist again.
I wait to see what happens.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
OOC: You know, I wish this wasn't so luck based, Who conquers who should be decided by they're technology or something.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
OOC: The main point of this game is its simplicity, making it a game you can easily understand and playable by just about everyone without requiring them to look into a lot of rules. Having something like technology affect things brings a whole lot of rules with it, which gets rid of the simplicity of the game.
EDIT: Though I might make a game with more rules at a later time, but it will have it's own thread. This will be the thread for the simpler version of the game.