Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Creating a Risk/diplomacy with political disestablishment  (Read 1614 times)

Ninteen45

  • Bay Watcher
    • View Profile
Creating a Risk/diplomacy with political disestablishment
« on: May 18, 2011, 08:33:25 pm »

Okay. The title is a mouthful.

The idea is to make a game that combines Risk style territorial control and Diplomacy's intense political betrayal while adding the nice factor of civil wars, revolutions and imperial vegistation. The game is designed to support a large number of city states and small number of empires within the map. The game is complex enough to be immersive while still able to be played at parties.



Balancing: The game is to be equally hard for single territory players and players owning half the map. The treat of losing your empire is to be constant and the treat of losing must be constant as well. A supposed idea is a "Balkanisation" system utilizing a civilian happiness (Civ hap) rating.

How Civ hap works: Civ hap is increased at the cost of potential armies. Instead of creating one army, Civ hap is increased by one point.

Each turn, Civ hap is decreased randomly by 2, 1 or 0 for every territory owned. If it reaches zero, you lose instantly. If it reaches half the number of territories you own (4 Civ hap while you have 8 territories) your land is split into 2 or 3 separate countries. (Players can then join these new countries to play.) (Random values based on die rolls.)

Each turn, a random disaster will happen one one territory. This will half the Civ hap of any player who owns that territory. A loss of a territory will decrease Civ hap by one.

Smaller countries will have an easy time increasing Civ hap at the cost of armies (Risk like territory bonuses will apply optionally I.E. Any 2 territories grants a bonus army/Civ hap point.) ensuring small stable players. larger empires will have difficulty dominating the map while avoiding "balkanisation". This should encourage political maneuvering with the win conditions.


Combat: I'll need to flesh this out...


Win conditions: There are several win conditions:

Stalemate: No territories gained or lost for 4 turns.

Truce: All players not meeting lose conditions agree for truce.

Complete control: One player controls the map. Winner can choose "seconds" who is considered a winner also.

Complete destabilisation: All players meet lose conditions once.


Lose conditions: There are two lose conditions:

lose all territories.

Civ hap </= 0.

Players who have met lose conditions cannot win. They can only be "seconds". They can join in at any time as any newly founded country via "balkanisation".


Balkanisation: "Balkanisation" is not a lose condition. It can be activated volantarily at no penalty (To avoid threats or other political maneuvers) or at low enough Civ hap. All player territories are split into 2 or 3 seperate countries. (Decided by coin toss or die roll) Players can then join these new countries to play.

2 way split: Player retains 2 thirds (rounded up) of territories. Cannot attack lost territories for 1 turn. Examples:

Player has 6 territories. Two way split means he now has 4.

Player has 13 territories. Two way split means he now has 9. (Rounded up.)

3 way split. Player retains 1 third (rounded up) of territories. Cannot attack lost territories for 1 turn. Other countries contain 1 third of territories each. Examples:

Player has 6 territories. Three way split means he now has 2.

Player has 13 territories. Three way split means he now has 5. (Rounded up.)


Yeah, I'll need help with fleshing everything out, especially combat. Is it balanced though? That's my question...
Logged
Max characters: 500; characters remaining: 395
Images in your signature must be no higher than 80 pixels.

Ninteen45

  • Bay Watcher
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #1 on: May 20, 2011, 07:03:08 pm »

Okay, working on a takeaway system for offence and defence, once I'm done I'll make the moveset for armies.
Logged
Max characters: 500; characters remaining: 395
Images in your signature must be no higher than 80 pixels.

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #2 on: May 20, 2011, 09:18:31 pm »

Well as a very big Diplomacy Fan I wish you luck! I can't wait to see the finished product!
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Ninteen45

  • Bay Watcher
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #3 on: May 21, 2011, 06:25:23 pm »

Okay, I have a system for attacking and defending, but I need it explained better.

Code: [Select]
Quarter system.

Lesser numbers of armies compared to quarters of greater number of armies. (Little bit up though...)

EX:

No of Attacking < No of Defending

No of attacking is 3, no of defending is 5

5 / 4 = 1.25

Defending quartiles:

1st 0 - 1.25
2nd 1.26 - 2.50
3rd 2.51 - 3.75
4th 3.76 - 5

No of Attacking is at 3rd quartile. See chart:

Chart:

Att>Def
1st Def loses all soldiers and the territory
2nd Def loses half soldiers (Pushed back) and the territory
3nd Def loses half soldiers.
4th Def loses quarter soldiers.
Att<Def
1st Att loses all soldiers
2nd Att loses 3 quarters soldiers (Rounded down)
3rd Att loses half soldiers (Rounded down)
4th Att loses 1 quarter soldiers (Rounded down)
Logged
Max characters: 500; characters remaining: 395
Images in your signature must be no higher than 80 pixels.

Ninteen45

  • Bay Watcher
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #4 on: May 22, 2011, 05:18:40 pm »

Anyone able to set up a Risk like map of South america or Africa?

In the meantime, the rulebook is being rewritten for clarity.
Logged
Max characters: 500; characters remaining: 395
Images in your signature must be no higher than 80 pixels.

Zangi

  • Bay Watcher
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #5 on: May 26, 2011, 11:23:43 am »

*snip*
Why not just give them a forced "Balkanistan" or a variation of it, when civ happiness drops?  Instead of a 'you lose' screen.  Ya know, civil war and what-not.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Ninteen45

  • Bay Watcher
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #6 on: May 26, 2011, 07:43:57 pm »

You get both.

If it's low enough, you split but keep your happyness. If it reaches 0, you lose. You can still play though bu you'll never win. 2nd place by default.
Logged
Max characters: 500; characters remaining: 395
Images in your signature must be no higher than 80 pixels.

Korbac

  • Bay Watcher
  • I'm very annoying, so tell me to STFU if need be
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #7 on: May 29, 2011, 10:28:21 am »

Awesome idea, although it'd probably be best played for a certain amount of turns (e.g. 20) with victory points, as certain types of players may make the game last indefinetely.
Logged

Ninteen45

  • Bay Watcher
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #8 on: May 29, 2011, 12:56:31 pm »

There is a cutoff point Under certain conditions.

It's exams season I'm busy at the moment.
Logged
Max characters: 500; characters remaining: 395
Images in your signature must be no higher than 80 pixels.

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Creating a Risk/diplomacy with political disestablishment
« Reply #9 on: June 01, 2011, 12:22:41 am »

Disestablishment, huh?
Are you going to model antidisestablishmentarianism?  I hope so, if only for the sake of using that awesome word :V
Logged
Mishimanriz: Histories of Pegasi and Dictionaries