So the idea's been in my head for a while now, and after realising that it's never been attempted (or even suggested) on this site, I gave it a go. My original sketch included huge atlantic and pacific territories that made for pretty terrible and predictable gameplay, so I thought about how I could make an Oceans map that played like a real ocean would (technically the whole ocean is connected via international waters, with the only limiting factors being time taken to get everywhere).
So I came up with a system that is certainly incompatible with this site - two types of connections. The yellow-gold ones are normal, the red ones are meant to be long-distance journeys. If I were to use this map in a real life game, I would implement rules such as:
- "pay one troop to use a red connection"
- "each army can only use one red connection per turn (fortification counts as a use)"
- "before using a red connection, roll a die: a 1 means the attack fails and half the troops are lost at sea"
- "when using a red connection, secretly write down the target territory (whether attacking or fortifying) and move your armies into open water - before placing armies on your next turn, the attack/fortification goes ahead"
These rules would reflect the time and risks of such long voyages.
Since this kind of rule is impossible here on DXII, the gameplay on this map will need thorough reworking, but I'll show you what I've done just because it will generate ideas.
World OceansTerritories: 54
Regions: 11
Special Gameplay: +1 for every three "grey" territories held (pretty sure this is also impossible under the current map interface, we would need non-integer region bonuses to make this input-able)
Special Gameplay: Connections (definitely not possible right now
)
- Special Gameplay doesn't work, new gameplay required
- No real room for a minimap
- Point to point at the moment. Probably would be possible to create territory shapes like the sea territories in Africa 1890 but way beyond my ability
- Stylistic issues:
-- Connections look terrible
-- Red connections should probably be replaced with Ports
-- Antialiasing needed in places, some areas filled in wrong colour, drop shadow not completely uniform
-- etc, etc.
But then again this was just meant to be a draft to show what was in my head.
Sadly, I don't have the time or the graphical ability (see World Reduced thread for proof) to take this further on the graphical front, but I can definitely help someone else out should they wish to take on this project.
Let me know your thoughts!
[spoiler=Preamble]So the idea's been in my head for a while now, and after realising that it's never been attempted (or even suggested) on this site, I gave it a go. My original sketch included huge atlantic and pacific territories that made for pretty terrible and predictable gameplay, so I thought about how I could make an Oceans map that played like a real ocean would (technically the whole ocean is connected via international waters, with the only limiting factors being time taken to get everywhere).
So I came up with a system that is certainly incompatible with this site - two types of connections. The yellow-gold ones are normal, the red ones are meant to be long-distance journeys. If I were to use this map in a real life game, I would implement rules such as:
[list]
[li]"pay one troop to use a red connection"[/li]
[li]"each army can only use one red connection per turn (fortification counts as a use)"[/li]
[li]"before using a red connection, roll a die: a 1 means the attack fails and half the troops are lost at sea"[/li]
[li]"when using a red connection, secretly write down the target territory (whether attacking or fortifying) and move your armies into open water - before placing armies on your next turn, the attack/fortification goes ahead"[/li][/list]
These rules would reflect the time and risks of such long voyages.
Since this kind of rule is impossible here on DXII, the gameplay on this map will need thorough reworking, but I'll show you what I've done just because it will generate ideas.[/spoiler]
[b][size=16px][u]World Oceans[/u][/size][/b]
Territories: 54
Regions: 11
Special Gameplay: +1 for every three "grey" territories held (pretty sure this is also impossible under the current map interface, we would need non-integer region bonuses to make this input-able)
Special Gameplay: Connections (definitely not possible right now :])
[spoiler=World Oceans][img]https://i.postimg.cc/Gp0MyzzH/World-Oceans1.png[/img][/spoiler]
[spoiler=Issues:][list type=decimal]
[li]Special Gameplay doesn't work, new gameplay required[/li]
[li]No real room for a minimap[/li]
[li]Point to point at the moment. Probably would be possible to create territory shapes like the sea territories in Africa 1890 but way beyond my ability[/li]
[li]Stylistic issues:
-- Connections look terrible
-- Red connections should probably be replaced with Ports
-- Antialiasing needed in places, some areas filled in wrong colour, drop shadow not completely uniform
-- etc, etc.[/li]
[/list]
But then again this was just meant to be a draft to show what was in my head.[/spoiler]
Sadly, I don't have the time or the graphical ability (see World Reduced thread for proof) to take this further on the graphical front, but I can definitely help someone else out should they wish to take on this project.
Let me know your thoughts! :)
It is now
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(countdown).
Day Actions:• #LYNCH [player], #NO LYNCH, #ABSTAIN in forum thread.
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