Dominance: A Turn-Based Strategy forum game

For all those games that happen to not be BrikWars

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Olothontor
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Dominance: A Turn-Based Strategy forum game

Post by 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).

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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."

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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. I need your input, as this is a tough thing to do alone.
Hexmaps courtesy of Hexographer.
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Post by 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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Post by 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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Post by 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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Post by 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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Post by 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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Post by 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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Post by 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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Post by 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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Post by 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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Post by 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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