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Game Concept : 1936 Tue, 08 November 2011 15:32 Go to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
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 Razz


[Updated on: Tue, 08 November 2011 15:36]




Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Game Concept : 1936 Tue, 08 November 2011 18:09 Go to previous messageGo to next message
ManicLurch is currently offline ManicLurch

 
Lt. Junior Grade

Messages: 462
Registered: May 2009
That is a real interesting game idea. The players starting in the very middle of the triangle would certainly have a lot of active diplomacy going Very Happy

This game could very well be decided by which major power convinces the majority of the minor powers to ally with them.

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.

I will have to pass as I am in 2 games and about to start a third.

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Re: Game Concept : 1936 Tue, 08 November 2011 19:25 Go to previous messageGo to next message
Eagle of Fire

 
Lt. Commander

Messages: 809
Registered: December 2008
Location: GMT -5
Any direct objectives for the lesser powers? Other than get in the way of the big powers and bow to their might?

I'd suggest the big powers fight among themselves for the main goal (like a normal game) while the lesser powers have a list of objectives to fulfill to gain points. And the lesser power who have more points win among the lesser powers once the game end.



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Re: Game Concept : 1936 Tue, 08 November 2011 20:27 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Eagle of Fire wrote on Tue, 08 November 2011 16:25

Any direct objectives for the lesser powers? Other than get in the way of the big powers and bow to their might?

I'd suggest the big powers fight among themselves for the main goal (like a normal game) while the lesser powers have a list of objectives to fulfill to gain points. And the lesser power who have more points win among the lesser powers once the game end.

Awesome idea

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Re: Game Concept : 1936 Wed, 09 November 2011 04:29 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
Oki how about these for victory conditions.

Major powers
Sphere of influence must contain 2/3s of all nations in game.

Minor Powers
Minor Powers will be considered Medium powers when they have puppeted 2 other Minor Power homeworlds. Scoring starts when Minor powers reach Medium Power status and will be 1 point for each homeworld puppeted.

Medium Power rules
1.Medium powers will give all puppeted nations to the sphere of influence which they themselves are under for the Major powers victory conditions (IE a Medium power that controls 3 other minor nations would give all 4 votes to his alligned sphere of influence)
2.Minor Nations can not become Medium nations if their homeworld is puppeted.
3.Tech and ship trading restriction is lifted for minor nations to allow trading with their puppeted nations in addition to alligned to majors
4.All other rules as per a minor nation.

Minor Nation rules additions
1.Minor nations will release all puppeted nations as indipendent nations should their own homeworld be puppeted by any other nation.

Major Naiton rule additions
1.Major nations will release all puppeted nations as indipendend nations should their homeworld (both if team majors) are captured.

These rule changes should promote a few proxy wars between minor nations supplied by majors as a way to increase their spheres of influence.



Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Game Concept : 1936 Wed, 09 November 2011 04:37 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
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.


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 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
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]

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Re: Game Concept : 1936 Wed, 09 November 2011 13:55 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
vonKreedon wrote on Wed, 09 November 2011 09:11

Fascinating game idea. Must testbed prior to comitting to play.

Edit: What's the proposed galaxy size/density?


Was thinking Medium Dense for 9 or less and Medium Dense for 10 or more.



Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Game Concept : 1936 Wed, 09 November 2011 16:04 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
Greenstink wrote on Wed, 09 November 2011 19:55


Was thinking Medium Dense for 9 or less and Medium Dense for 10 or more.

Shouldn't that be two different sizes for 9 or less and for 10 or more ?

Interesting concept, unfortunately I don't have time for it at the moment.



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Re: Game Concept : 1936 Wed, 09 November 2011 17:10 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

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 06:01 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
Greenstink wrote on Wed, 09 November 2011 11:55

vonKreedon wrote on Wed, 09 November 2011 09:11

Fascinating game idea. Must testbed prior to comitting to play.

Edit: What's the proposed galaxy size/density?


Was thinking Medium Dense for 9 or less and Medium Dense for 10 or more.


Yeah my bad. Ment Medium Dense for 9 or less and Medium Packed (or large Normal really) for 10 or more.



Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Game Concept : 1936 Thu, 10 November 2011 06:05 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
gible wrote on Wed, 09 November 2011 15:10

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.


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.



Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Game Concept : 1936 Thu, 10 November 2011 15:00 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

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.

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 Mon, 14 November 2011 16:06 Go to previous messageGo to next message
perrindom is currently offline perrindom

 

Messages: 129
Registered: August 2005
Location: Denmark
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.


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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Re: Game Concept : 1936 Tue, 15 November 2011 05:01 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
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.


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.


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.



Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Game Concept : 1936 Tue, 15 November 2011 21:37 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Greenstink wrote on Wed, 09 November 2011 10:55

vonKreedon wrote on Wed, 09 November 2011 09:11

Fascinating game idea. Must testbed prior to comitting to play.

Edit: What's the proposed galaxy size/density?


Was thinking Medium Dense for 9 or less and Medium Dense for 10 or more.


That should be the answer every time the question is asked. Very Happy

Very interested

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Re: Game Concept : 1936 Tue, 22 November 2011 02:06 Go to previous messageGo to next message
Greenstink is currently offline Greenstink

 
Chief Petty Officer

Messages: 76
Registered: January 2011
Last bit of concept rules i want to post before i post the game up Razz

Majors mine efficency. I was thinking that majors would be limited to 11/5/12 for mines as a maximum, again to force more diplomacy towards the minor nations.

LST ARM banned from all race designs.

LST OBRM. Should majors be forced to take this? Would encourage mineral diplomacy with minors again.

PRT AR. Would be a strong race for any team to gain in their spheres, but how to stop the HW cant be conquered rule when really kill starbase orders, and kill any orders would negate this game rule....consider banning AR PRT?




Da Orcs Smasha anz Brecka itz alz, Den wez drikz alz da stunty beer anz slepz

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Re: Game Concept : 1936 Tue, 22 November 2011 06:19 Go to previous message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
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"

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