Dominance: A Turn-Based Strategy forum game

For all those games that happen to not be BrikWars

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Dominance: A Turn-Based Strategy forum game

Postby Olothontor » Mon Jul 11, 2011 4:21 pm

So, being inspired by all of the MMO buzz and a little by Dawn of Worlds... all sorts of things, really, I decided to make a little turn-based strategy mockup game to offset the RPG aspects of Arkbrik's concept. It's still very WIP, but you guys can take a look at what I have so far. I'll keep this thread updated on whatever changes I make as I go along.

Here it is.

Here are some images that will eventually make it into the rulebook, but that I haven't yet left space for (I'm planning on hopefully making a pretty PDF version with Adobe Acrobat).

Image
Illustrates which terrain types are represented by which symbols. There will be a similar one later illustrating unit types. Blue is meant to be "Player 1", while red is "Player 2."

Image
An image showing how the numbering system. For example, Player 2's capital is located on D1; the highlighted mountains on the island are located on H9; etc.

Feel absolutely free to suggest changes, make comments, and generally critique my math and sense of judgement as this goes on like Bonn-o-Tron. I need your input, as this is a tough thing to do alone.
Hexmaps courtesy of Hexographer.
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Postby mgb519 » Mon Jul 11, 2011 4:49 pm

Will battles involve Brikwars in any way?
Tzan wrote:
Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.


That's what Hitler said,
in 1938.
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Postby Olothontor » Mon Jul 11, 2011 4:54 pm

mgb519 wrote:Will battles involve Brikwars in any way?


Maybe. I haven't quite decided how to handle combat just yet. Feel free to make suggestions.
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Postby Olothontor » Mon Jul 11, 2011 5:47 pm

Changelog wrote:~ Changed "Boat" to "Transport Ship."
~ Clarified some vagueness in the unit description.
+ Added "Sloops" and "Ironclads" to the naval units.
+ Added Stone, which can be collected from Hills.
+ Added Watchtowers, Border Keeps, Fortresses, and Mines to the list of buildings.
Last edited by Olothontor on Mon Jul 11, 2011 5:52 pm, edited 1 time in total.
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Postby mgb519 » Mon Jul 11, 2011 5:50 pm

Someone could make a simple computer program which calculates stuff. Hell, I'll take a crack at it with netbeans. Get back to you on that. Also, are you looking at a specific time period, or have you considered a stone age to space age approach?
Tzan wrote:
Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.


That's what Hitler said,
in 1938.
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Postby Olothontor » Mon Jul 11, 2011 5:54 pm

mgb519 wrote:Someone could make a simple computer program which calculates stuff. Hell, I'll take a crack at it with netbeans. Get back to you on that. Also, are you looking at a specific time period, or have you considered a stone age to space age approach?


I'd like to keep it fairly simple, it's complex enough as it is, and I feel that an "age" system would only confuse matters more.
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Postby mgb519 » Mon Jul 11, 2011 5:54 pm

So no gunning down someone's army with laser rifles? Drat.
I think I see how I can program this, provided that you don't change anything.
Tzan wrote:
Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.


That's what Hitler said,
in 1938.
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Postby thade » Mon Jul 11, 2011 6:39 pm

Wargames?

Forum Games?

Programming?

Do I even need to say it?

You have my sword.
No...
You have all of my medieval weaponry.
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Postby kerlc » Tue Jul 12, 2011 12:29 am

and here, take my vuvuzela.....

and my death star remote.
landing is for pussies, REAL men crash.

got my warhammer right here.
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Postby Scottsamn » Tue Jul 12, 2011 1:34 am

You wouldn't need an age system, merely open ended technological advancement. You have the half of my brain that works.
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Postby Olothontor » Tue Jul 12, 2011 8:40 am

Thanks for the support, guys.

I think priority #1 is a system for dealing with combat between units; without this, a lot of other things are difficult to accurately determine.

Changelog wrote:+ Added a rule whereby Units are generated at 5 and can be built up to a maximum of 20.

+ Added a rule that makes it so that each hex can hold a maximum of 5 Units, allowing the creation of armies.

~ Units are now limited to being of one unit type (i.e. You can't have a single Unit consisting of 5 Rangers and 5 Militiamen; however you can have two separate Units).

~ Units that have lost some troops in combat may regenerate those losses by sitting on a Settlement, Town, or City for a turn at a rate of 1 troop per turn (a unit of Warriors that has a strength of 3 and spends a turn on a nearby Town after a fight will make it back up to 4, and so on for the following turns).

+ Created a rule whereby players have a maximum Unit limit of 10, and this limit increases by +2 for each City beyond the Capital that the player possesses.

~ The tile must be a Settlement before it can advance to a Town, and a tile must be a Town before it can be a City. The same progression also applies to Watchtowers, Border Keeps, and Fortresses. If a tile is made a Mine, it may not become anything else (such as a Town or Border Keep).
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