Talk:Rules for "Strategy" (Map Game)

Page for discussion on the proposed rules for the future game, "Strategy"

General Comments
I would like in very much, as I LOVE strategy games.--DaBigUn 06:22, June 9, 2010 (UTC)

Are we allowed to join yet? BoredMatt 22:06, June 9, 2010 (UTC)

And what's the time period?

Ummmmm, yea......the rules are good.......but for JUST the colonization effort it is a tad extensive. I would think with that you would open the world to the players, not just North America.--DaBigUn 00:31, June 10, 2010 (UTC)
 * Um, I haven't really mentioned colonization yet, nor anything about continents. I'll be getting to conquest in general soon though. Red VS Blue 00:39, June 10, 2010 (UTC)

Rule Proposals
We're probably going to need to make a point system for each country, or maybe break up the world territories RISK style with each territory giving different bonuses for owning (for example, Siberia would have tons of wood and minerals) or rules for moving over (for example, hot desert territory would be really hard for an advancing army to get through without a lot of supplies, death from dehydration, etc.).

Points for each country could probably be.

Happiness - How happy the people are with the government, if any.

Resources - The amount of natural resources the country has available to it, could be divided into categories like wood, water, metals, stone, gold, food.

Population - The population of the country (duh)

Religion - The country's aligned faith and faiths with growing influence in a country.

Points for military things should probably be given their own system, we should focus on how the amount of military forces affect a country owning them and how forces are grown in-game, (probably by resources)...Smallpox 15:12, June 9, 2010 (UTC)

I must also add that this type of game would probably require the GM (Game Master) to dedicate quite a bit of time as they will need to do lots of rule lawyering and make GOOD, THOUGHT-OUT decisions, which could prove quite hard...Smallpox 15:14, June 9, 2010 (UTC)


 * Ya, I intend for the game to only run over July and August, afterward I'll be too busy to keep monitoring this. Hopefully others will have made another game following these same rules though.

Anyway, I like seeing those ideas your giving since they give me confirmation that what I'm thinking about is in line with some other people's thoughts. Religion I have a special system set up for that, population as well. Happiness is a good idea that I hadn't thought of, and it works great as the mechanism I was trying to find to control revolutions and such. Resources and terrain will be complex, but I have some ideas I'm working at right now.

I will also confirm for you that yes, nations will be indeed divided into specific regions. And it will be these regions that those factors you listed will be applied to, not just the nations. Keep the suggestions coming, I look forward to making this game! Red VS Blue 21:03, June 9, 2010 (UTC)

One thing that you could do is make it to where, if a nation wishes to expand, they must set a date line for the expansion to be complete and any post between the two may only consist of Law Changes, Economic Changes, Industry Changes. This way the person cant seem to have an infinite army marching all across their lands. Also make it so learning something from the natives takes a year and ONLY if they stay on good terms with you (the player). This is an awesome way to make it so that in one post they don't know how to ride a horse and use a recurved bow that they learned/saw/copied from the natives.--DaBigUn 21:14, June 9, 2010 (UTC)


 * I actually intend to make it very board/computer game styled. Precise numbers of units, resources and everything will be as specific as possible. It'll be hard going, but I think it can be done. For things like law and economics changes, I'm thinking of having a system that relates those back to Happiness. So say someone says: "Taxes increased by 5%" then a predetermined rule will point out that "for every 1% tax increase, there is -1 happiness" or something along those lines anyway. If you have any suggestions on how Laws can be implemented, just let me know =D

Also, I'm ready for any feedback on what I've put up so far. Red VS Blue 22:58, June 9, 2010 (UTC)

The proper map must be posted for what has happened, no more and no less. This way if something happens in the Americas, the map for it is up and is not jumbled next to a map of the world where nothing is going on. This works vice-versa as well. Now if something happens in both, then they post both. But if nothing happens in either, then they post no map (except, for havens sake, if they loose or gain some MINOR territory). This MAY keep the page cleaner then it would be otherwise. Also I think the right side of the page/post/turns should be dedicated to map posting instead of it going anywhere the person fells like it. Preferably above all the turns and, with a space separating the two (this works well).--DaBigUn 00:37, June 10, 2010 (UTC)

I figure that easiest way to do things is to have one GIANT world map, maximum size for the page, and even bigger if you click on it. No confusion, just a singular map of what is happening. Also, I might even start with just Europe, or just Asia even. Not over extending this game on the first try. I'm interested in your ideas for the layout of each Turn, I still haven't decided that yet. Red VS Blue 00:56, June 10, 2010 (UTC)


 * I have seen that the season system works good and much better then the yearly sustem, or even bi-yearly system. BUT, for so much that may/may not happen, I would say that a monthly system should pace the game well. The Bi-Yearly system is what people may have to do to make some since of what people usually post, for instance, "China expands and takes all of south east Asia". This could not happen in a year or season, but debatable at the Bi-Yearly point.--DaBigUn 01:32, June 10, 2010 (UTC)
 * A question: When will the game start? If we want a very large and endurable map game, we should start it at around 500 d.C (using the country with the closest lands) and end it at 2010. Also, if my proposal is used, several things would be taken on account with some things:
 * 1)Conversion of peoples and governments to religions such as Islam or Christianity, which were taking root on Earth.
 * 2) The religion start going less and less important by the later it is. So till 1800, the religions are VERY important. From 1800-1950, the religions should start getting less important. From 1950-2010, most of the world would be agnostic. Fedelede 01:44, June 10, 2010 (UTC)
 * 1)Conversion of peoples and governments to religions such as Islam or Christianity, which were taking root on Earth.
 * 2) The religion start going less and less important by the later it is. So till 1800, the religions are VERY important. From 1800-1950, the religions should start getting less important. From 1950-2010, most of the world would be agnostic. Fedelede 01:44, June 10, 2010 (UTC)

Hmmmm, monthly sounds like a bit much. Each turn (so the time it takes for everyone to go) would probably go best with seasonal, I like that suggestion. I definitely agree that yearly and Bi-yearly aren't a good way to go about this. Since 1000 or so turns seems like a reasonable number of turns, few games go more, I figure that game should last about 250 to 300 years. Would anyone object to 1453 as a starting point? If not maybe 632? One person could start out as an Islamic nation, could make things interesting. I want to put a lot of thought into the start, no just an arbitrary date like the Map games do usually.

For conquest, keep in mind that a player is limited in the territory they take by the Regions system, so each nation is made up of several regions, to conquer it you have to take them all! Religions I'll be focusing on tomorrow, so that'll be open for critique soon, no worries.

I cannot emphasis enough though that this is not like any other Map Game. The idea here is to create an actual game, like RISK, but fleshed out in a way to make it even more enjoyable. Sadly, some ideas are really hard to add to game of that style. I'm pushing the limits though, and will try to accommodate what everyone wants. Red VS Blue 02:11, June 10, 2010 (UTC)

What about 630? The beggining of serious Muslim expansion
 * 630? Sure, the 632 (Death of Muhammad) starting date is equivalent to that. If no one objects to that, we now have the choice for the setting of the first ever game of "Strategy"! =D Red VS Blue 02:21, June 10, 2010 (UTC)

Questions
will you have some kind of objective system for evaluating winners/losers of battles? Destroyanator 00:43, June 10, 2010 (UTC)
 * The thing that I will be doing for battles is developing some kind of "rock-paper-scissors" style fighting. So, if for instance the only possible units to build are "Artillery"; "Infantry" and "Armor" (just an example mind you) then Artillery beats Armor; Armor beats Infantry and Infantry beats Artillery. An example of a typical battle would be, "France attacks Switz. with 2 Armor and 2 Infantry. Switz. only has 2 Artillery and 2 Infantry, therefore France takes the region."

Those won't be the unit types, and that won't be exactly how it goes, but it gives a general idea. It's not a perfect method, but it's the best I could come up with considering what's at our disposal. Thoughts? Red VS Blue 00:56, June 10, 2010 (UTC)

Participants Waiting List for the First game of "Strategy"
Sign up early since I still haven't decided on how many nations will be in the game, so the number of people will be cut at a certain point depending on how it fits with the map. Simply sign your name with four ~ and your in.

Only requirements to sign up are that you be a registered user here with more than 200 posts.


 * 1) Red VS Blue 00:39, June 10, 2010 (UTC)
 * 2) --DaBigUn 00:40, June 10, 2010 (UTC)
 * 3) Destroyanator 00:42, June 10, 2010 (UTC)
 * 4) Fedelede 01:36, June 10, 2010 (UTC)