Game Concept : 1936 |
Tue, 08 November 2011 15:32 |
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Greenstink | | Chief Petty Officer | Messages: 76
Registered: January 2011 | |
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9-15 players
3 (or 3 teams of 2 players) are Considered to be Major Powers in the game and repressent the alliances of Axis, Allies and Commitern
6-9 players are considered minor powers in the game.
-F races banned
Universe will be reshapped into a triangle with major powers starting at the points, minor powers start in center of triangle
CA Banned
JoAT cant take NAS, 100 race points must be set to surface minerals.
Major powers restrictions
Must have factory settings of 12/10/12/4G or better
Hab cant be lower then 1/6
Can trade tech with any nation except other major powers
Minor powers restrictions
Must declare any treaties the make in game (NAP, Alliance or War)
Can only exchange tech and ships with Major powers
Hab must be 1/12 or lower with no TT
Factories cant be better then 12/8/12/4G
No more then 1.0 Cheap tech, Weapons must be expensive
Minor powers can be brought onto a major powers sphere of influence by diplomacy, force of arms (placing a fleet over their HW) or terms of peace between major powers.
Homeworlds cant be conquers just puppeted
Was thinking possibly restricting Commitern to have 1 IS race, Axis 1 WM race, Allies to have 1 IT should majors be teams of 2. Other major powers cant access these races enless the get a minor nation into there sphere which is of that race.
Anyone interested in this? Would be a huge diplo game for sure
[Updated on: Tue, 08 November 2011 15:36]
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Re: Game Concept : 1936 |
Wed, 09 November 2011 04:37 |
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Greenstink | | Chief Petty Officer | Messages: 76
Registered: January 2011 | |
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ManicLurch wrote on Tue, 08 November 2011 16:09 | The minor powers races will be interesting, with average factories, low habs and only 1 cheap tech, there will be plenty of points to spend on LRTs, immunities, mines and GR. You will see some atypical races from the minor powers for sure.
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I was hoping to try and relect on the political situation prior to world war 2 with this concept. The Axis and Allies holding much industry were reliant on their minor nation allies and puppets for much of the raw resourses to keep fighting. Only the soviet union really was independent with a large industry, raw matterials and armed forces (though horrible tactics IMO) at the wars out-break. The USA could only claim the same 4 years later about the time of operation torch.
Seeing this i choose to then leave it up to the player as to weither they want less industry but be resource indepenant or go HP with few mines and trade ships/tech to minors for minerals or vise versa for minor nations. The point of this game is to model real world diplomacy and every aspect of the concept is geared towards that goal.
[Updated on: Wed, 09 November 2011 13:49] by Moderator
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Re: Game Concept : 1936 |
Wed, 09 November 2011 11:11 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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Fascinating game idea. Must testbed prior to comitting to play.
Edit: What's the proposed galaxy size/density?
[Updated on: Wed, 09 November 2011 12:40] Report message to a moderator
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Re: Game Concept : 1936 |
Wed, 09 November 2011 17:10 |
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Very nice idea...
When you reshape the universe you could alter the mineral concentrations to give the minor nations more and the major nations less too if you wanted...ditto fiddle with the planet densities..sparse near the points etc.
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Re: Game Concept : 1936 |
Thu, 10 November 2011 15:00 |
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Greenstink wrote on Fri, 11 November 2011 00:05 | How hard would something like that be? Would you not have to go threw and check each planet individually? I might be inclined to do that with HWs only to cut the game remapping time, giving minors say 150 of each mineral and majors start at 30.
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Pretty much yeah...the only time I did similar(with the hab values) there was a pattern to it so all I really had to do was figure out the algorithm/equations.
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Re: Game Concept : 1936 |
Tue, 15 November 2011 05:01 |
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Greenstink | | Chief Petty Officer | Messages: 76
Registered: January 2011 | |
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perrindom wrote on Mon, 14 November 2011 14:06 |
Greenstink wrote on Wed, 09 November 2011 10:37 | I was hoping to try and relect on the political situation prior to world war 2 with this concept. The Axis and Allies holding much industry were reliant on their minor nation allies and puppets for much of the raw resourses to keep fighting. Only the soviet union really was independent with a large industry, raw matterials and armed forces (though horrible tactics IMO) at the wars out-break. The USA could only claim the same 4 years later about the time of operation torch.
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Could you make the U.S. a "sleeping giant" by making them a 3i HE or a low growth no-penalty CA or JOAT? That would put the allies at a starting disadvantage but stronger in the end-game.
Along the same lines, you could let one of the Axis playes be -F. That would certainly gives the Comitern some headaches about how to make sure neither Axis or Allies will end up too strong.
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While i would like to direct the economies of the sides more, because the Soviet Union couldnt be given an equal advantage as the allies or axis i choose instead to give them benifits more suiting the tactics they employed.
Axis build very powerful weapons of war (King Tiger, Jagpather, ME-232, Flak 88) but very little for defence until late in the war so WM was the obvious choice here.
Allies used mass production and multiple fronts to their advantage, but since everyone realy can gear their economy to mass production having hind sight i choose to give the allies IT PRT to simulate the multiple fronts.
The Commiterns tactics were IMO horrible and relied on the Human Wave doctorines, so i gave them IS in the hopes of a human wave orgy effect being used on their enemies to conquer planets.
I would of course love to do more realistic restrictions to the major powers economies but the reality is that stars! is a game of innovation and counter innovation while most of the nations of WW2 were driven by idiolical thought and to deviate from that was unthinkable. We can however simulate the need for control of economic resources by the majors, and growing power in the minor nations.
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Re: Game Concept : 1936 |
Tue, 22 November 2011 06:19 |
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joseph | | Lt. Junior Grade | Messages: 440
Registered: May 2003 Location: Bristol | |
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Simple - If you attack the AR player and kill all the ships and starbase over the world - you puppet him.
At this point you set him to friend and allow him to recolonise.
You are not allowed to colonise the world yourself.
I expect some people might negotiate before popping his homeworld - ie see my Fleet, want to join my sphere? No - okay prepare to be puppeted, this may hurt!
Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"Report message to a moderator
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