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Shitty Maps Thread - Islamic World Edition Bernd 07/02/2020 (Thu) 17:35:53 [Preview] No. 38283
Where we left off in the previous thread, Danebernd's finding:
https://www.deviantart.com/mrwakamiya25


Bernd 07/02/2020 (Thu) 20:31:48 [Preview] No.38287 del
>>38283
Want to be some Brazilian jihadist warlord fighting in the Amazon?


Bernd 07/03/2020 (Fri) 00:40:07 [Preview] No.38288 del
(148.83 KB 1712x837 World-of-Delenda-Est.PNG)
found a nice one


Bernd 07/03/2020 (Fri) 05:33:26 [Preview] No.38291 del
>>38287
Nah, too hot and humid. I chose Patagonia instead.

>>38288
That's funny. Is that an Irishized world? Or elvish? At least I see a Hunnic States there.


Bernd 07/03/2020 (Fri) 21:28:52 [Preview] No.38331 del
(26.40 KB 292x271 spede5.jpg)
>>38283
>Sao Paolo


Bernd 07/04/2020 (Sat) 07:14:47 [Preview] No.38338 del
>>38331
Well, if he doesn't have that a with ~ on it, he could have at least wrote Paulo.


Bernd 07/06/2020 (Mon) 21:59:48 [Preview] No.38411 del
(63.60 KB 657x527 glass_apu.png)
Is the aussie from the last movie night here? asdf I think it was? He said that he wanted to talk about the maps I made here


Bernd 07/07/2020 (Tue) 05:04:42 [Preview] No.38418 del
>>38411
They have very short attention span. Maybe worth writing a reminder in their thread.


Bernd 07/07/2020 (Tue) 07:16:11 [Preview] No.38423 del
>>38411
That was me.


Bernd 07/07/2020 (Tue) 16:05:17 [Preview] No.38428 del
>>38423
I thought you where the "Danmark" guy. Oghey then

What where you thinking about doing bernd?


Bernd 07/07/2020 (Tue) 21:22:22 [Preview] No.38464 del
>>38428
I rushed in at the end of it and typed in "Asdf". Just a risk game for the thread, that should be fine.


Bernd 07/08/2020 (Wed) 05:18:07 [Preview] No.38486 del
The wonders of coordinating anonymous people.


Bernd 07/09/2020 (Thu) 16:18:46 [Preview] No.38508 del
>>38464
So, should I continue from what I made in the last thread? Should I start a with a fresh map? Are the people from the last thread even here?


Bernd 07/09/2020 (Thu) 17:38:40 [Preview] No.38509 del
>>38508
They should be here. We have cucumber season. Poster number fluctuates, now it's low.


Bernd 07/11/2020 (Sat) 02:50:20 [Preview] No.38526 del
>>38509
Maybe we should start with a headcount for starters. Then ask who will just stick around to keep the thread up tbh


Bernd 07/11/2020 (Sat) 06:48:40 [Preview] No.38529 del
(78.69 KB 853x960 happy_mongol.jpg)
>>38526
Or we could just start and partition the whole map among ourselves.


Bernd 07/13/2020 (Mon) 22:51:27 [Preview] No.38590 del
>>38529
I "get" where you're coming from, but I sort of want a little bit more people to be in the game.

It's like playing monopoly by yourself. Sure you can win, but it's just more fun when more people are involved


RISK: Bernd Edition Bernd 07/13/2020 (Mon) 22:58:21 [Preview] No.38591 del
(11.03 KB 1000x800 spurdo_bear.png)
(299.72 KB 1500x1500 gaem.jpeg)
(26.16 KB 357x200 board.jpeg)
>>38590
https://en.wikipedia.org/wiki/Risk_(game)#Gameplay

I was thinking about using the dice command that this chan has for movement and inviting other boards, maybe. I don't know how to roll dice though smdh Invite ersnt, bernd.group, idk. Just set up a specific time to play so everyone is playing at the same time

And maybe start a new map using Asian countries instead. We could add additional commentary about the various Haplotype groups that inhabit Asian countries. Just throwing ideas out there at this point.


Bernd 07/14/2020 (Tue) 00:31:31 [Preview] No.38595 del
>>38591
DO IT


Bernd 07/14/2020 (Tue) 05:57:03 [Preview] No.38598 del
Supposedly you should write roll into the e-mail field. That gives a d6. Somehow it could roll more dices and more sided ones, but can't seem to make it work.


Bernd 07/14/2020 (Tue) 05:59:41 [Preview] No.38599 del
Rolled 2 = 2 (1d6)

>>38598
Oh you have to write dice there, sorry.


Bernd 07/14/2020 (Tue) 17:22:57 [Preview] No.38607 del
Rolled 8, 5 = 13 (2d11)

>>38598
Try "dice2d11" and you'll see.
>>38591
Sounds like my opportunity to implement something with deciding the entire outcome of a battle in a single roll, flanking/frontage/"combat width", operational and strategic reserves, blitzkrieg/deep battle, terrain penalties, a small degree of logistics, neutral states, uprisings and resources.
Though I'd rather have something that can be played slowly over weeks. With simultaneous orders like Diplomacy absentees aren't a problem, with a player order each player gets a time limit on his turn.


Bernd 07/14/2020 (Tue) 17:37:32 [Preview] No.38608 del
Rolled 9 = 9 (1d10)

>>38607
Thanks.
>implement something with deciding the entire outcome of a battle in a single roll,
That sounds breddy good. If you guys could come up with a game, that would be awesome.


Bernd 07/14/2020 (Tue) 20:40:34 [Preview] No.38614 del
dice


Bernd 07/14/2020 (Tue) 20:41:05 [Preview] No.38615 del
Rolled 6 = 6 (1d6)

dice


Bernd 07/14/2020 (Tue) 21:59:16 [Preview] No.38619 del
Single-roll battle decision was meant to speed up physical play and required tables. In our context it isn't necessary but I've still used it. I don't remember how exactly I did it back then and thought of something new.
This is the procedure for casualty calculation:

Every connection between provinces has a "Width" or "Frontage" value; terrain comes already built-in with this feature. The system works so that the only way to employ a numerical advantage, other than several turns of attrition warfare, is to outflank the enemy. During a player's turn -for now I thought of this for player by player rather than simultaneous movement- he commands a certain number of attacking units against an enemy province. He counts the following values:
-The outcome of a d100 roll (0 is the best result for defender, 100 for attacker)
-Total Attacker Strength (TAS)
-Total Defender Strength (TDS)
-Total Frontage (F) in province connections
(There are cases where there's a lot of total frontage but the attacker doesn't have the units in the right provinces, that changes the procedure, but assume it's not for now)

Compare TAS and F.
TAS>F, F = Committed Attacker Strength (CAS).
TAS<F, TAS = CAS.
Same procedure to calculate Committed Defender Strength (CDS).
With insufficient frontage the attacker can't put all of his strength on his frontline.

Next, CAS-CDS = Outflanking Strength.
Outflanking Strength/TDS (or CDS?) = Outflanking Modifier (O).

There is a "Max Mortality" (M) parameter, the same for the whole game. Casualties rise closer to 0 or 100 but are capped by this value, which is modified by outflanking. To win with few casualties doing a lot of damage it is necessary to outflank.
Compare Dice vs. M+O
1d100 < M+O, Defender Casualties = 1d100*CDS
1d100 > M+O, Defender Casualties = (M+O)*CDS

Compare (100-Dice) vs. M+O
(100-1d100) < M+O, Attacker Casualties = (100-1d100)*CAS
(100-1d100) > M+O, Attacker Casualties = (100-M+O)*CAS


Bernd 07/14/2020 (Tue) 22:12:26 [Preview] No.38620 del
All casualty results are rounded down.

Because of such special cases, such as a double offensive with a huge force funneled through a bottleneck on one side but elsewhere the defenders facing a single attacking unit coming from the plains, perhaps the players should just also manually count Outflanking Strength, CAS and CDS. The rest is done on an Excel spreadsheet.


Bernd 07/16/2020 (Thu) 17:35:57 [Preview] No.38637 del
>>38619
Is this Risk on a Risk map?


Bernd 07/16/2020 (Thu) 21:57:25 [Preview] No.38644 del
>>38637
Yes, only difference is that each connection on the map has a frontage or width value.


Bernd 07/17/2020 (Fri) 05:21:03 [Preview] No.38649 del
>>38644
How those two are determined?
How can one flank?
I played a little Risk, I mentioned it I believe, I don't really remember how it goes. Can a province be attacked from several and one of them designated as the main direction?


Bernd 07/17/2020 (Fri) 13:05:03 [Preview] No.38651 del
>>38649
>How those two are determined?
It'd be set as part of the map prior to playing. I'd start with a base value, depending on balance considerations and how many units are expected to exist, and add or subtract based on how wide the border is and the kind of terrain.
>How can one flank?
Attack with numerical superiority on a sufficiently large frontage that the defender can't cover all of it, giving you a positive outflanking modifier. This can even happen on a single province connection, such as 6 attackers vs. 4 defenders over a province connection with a width of 5, that's 5 committed attackers against 4 committed defenders with an outflanking strength of 1.
>Can a province be attacked from several
Attacking from several happens all the time and it'll become more important as a way of acquiring more width.
>one of them designated as the main direction?
There's no main direction, everything turns into total, committed and outflanking strength.
If the attacker wins he doesn't have to move the entire attacking force to the conquered territory, only whichever units he wants to, in that sense there's even more control than an outflanking direction. I'd formalize this as different "Attack" and "Support Attack" orders. Each order is given to a number of units in a province, from the same province some units may move to attack and others to support attack.


Bernd 07/17/2020 (Fri) 15:02:44 [Preview] No.38654 del
>>38651
Ah, I see.
And - remaining at the example - if there's another region, with a width of 3 and there's 2 more units of the attackers thrown in the assault, then it will be 8 attackers against 4 on an 8 width front, and the attacker will outflank the opponent with a strength of 4.
Do you have a map?


Bernd 07/17/2020 (Fri) 16:02:49 [Preview] No.38657 del
(15.01 KB 312x271 example.png)
>>38654
>And - remaining at the example - if there's another region, with a width of 3 and there's 2 more units of the attackers thrown in the assault, then it will be 8 attackers against 4 on an 8 width front, and the attacker will outflank the opponent with a strength of 4.
That's the problem with counting total frontage and why each connection should have outflanking counted manually with everything added up later. The committed attacker strength in that case is 7. That one extra unit in the Ukraine is still uncommitted and that one width in Belarus is left unused. For that width to be put to use the uncommitted unit in the Ukraine would have to redeploy to Belarus.


Bernd 07/17/2020 (Fri) 16:06:03 [Preview] No.38658 del
>>38657
Okay, so not that much simplification.

Back to my question. Do you have a map? A Risk map which can be used here. Or we should make one from a world map?


Bernd 07/17/2020 (Fri) 16:12:27 [Preview] No.38659 del
>>38658
>Okay, so not that much simplification.
It is intuitive when you think of it geographically.
>Back to my question. Do you have a map? A Risk map which can be used here. Or we should make one from a world map?
No map, we'll have to make one.


Bernd 07/17/2020 (Fri) 16:16:53 [Preview] No.38660 del
>>38659
Should we copy the Risk regions, or make entirely custom? Or start with the Risk and make modifications if needed?


Bernd 07/17/2020 (Fri) 16:21:19 [Preview] No.38661 del
>>38660
For mapmaking anything goes. For a worldmap I'd start from scratch and try to bundle together countries and parts of countries into geographically cohesive units, it'd end up similar to Risk anyways.


Bernd 07/17/2020 (Fri) 16:33:06 [Preview] No.38662 del
>>38661
We could do testruns of the system on simplified maps. Eg. 2x2 square map or similar with less symmetry, but something we can make quick. Or no testing is needed?


Bernd 07/17/2020 (Fri) 16:37:24 [Preview] No.38663 del
>>38662
>We could do testruns of the system on simplified maps
Sure.


Bernd 07/17/2020 (Fri) 16:38:40 [Preview] No.38664 del
>>38663
So how do we put units on the map?


Bernd 07/17/2020 (Fri) 16:44:41 [Preview] No.38665 del
>>38664
Writing a number on the territory or painting a splotch like I've done >>38657.


Bernd 07/17/2020 (Fri) 16:52:19 [Preview] No.38666 del
>>38665
In Risk players draw cards and they get those regions no? Then they can decide where they place their units, and how many. Or something like that (I might wanna reread the rules.)
So we should decide how many units we have and similar stuff.


Bernd 07/17/2020 (Fri) 17:01:44 [Preview] No.38667 del
>>38666
Starting positions can be randomized or another option is everyone starting with a single province and expanding, though that may not be as fun as trying to consolidate a dispersed empire. I also intend to have independent territories with their own militaries not controlled by a new player, if a new player wants to enter he can take over one of them and start from a single province.


Bernd 07/17/2020 (Fri) 18:18:56 [Preview] No.38668 del
I want graphics n shit


Bernd 07/17/2020 (Fri) 18:26:35 [Preview] No.38670 del
>>38668
Make graphics.


Bernd 07/18/2020 (Sat) 20:24:28 [Preview] No.38693 del
(32.30 KB 600x683 spede.jpeg)
(197.33 KB 1200x733 soon getting soon.jpeg)
Lots of good ideas being thrown around here. I was thinking that it would be better to have a player cap when playing. Too many people playing would just exhaust everyone. Or one board or group could represent one entity or nation.

Maybe a new thread or a starting post to start the game here would be good. The dice is pretty good here. Right now, I'm trying to find a nice Risk board to start developing our bernd edition of it.

For inviting other boards, I'm thinking of a scripted post to make that sounds "just organic enough" so people can talk to me

A 1-2 hour back and forth thread with screencaps could be good. All happening on a specific date everyone playing feels comfortable in tbh. Let me know what you think bernds!

>>38670
>>38668
Maybe invite a photoshop or drawfag around. I dunno


Bernd 07/19/2020 (Sun) 03:43:42 [Preview] No.38698 del
>Maybe invite a photoshop or drawfag around. I dunno
It's not that complicated. All that's needed is to get a base map like this and get clean borders with pixel bridges to islands/clearing islands, so that a single use of the bucket tool will change a territory's color. For that it is also necessary that the territory's name be within a bordered box. Smaller bordered boxes can contain the width numbers but width can also be represented more directly.
That said the map is of secondary importance, mechanics have to be figured out. I've described a model for casualty determination, but not for whether or not the attacker gets to advance. Hence I propose:

Combat has two parts, Attrition (casualties) and Maneuver (conquest). Both are determined by the same d100. There is a Base Conquest Value (C), the same for the whole game. It is somewhere on the 50-90 range. Everything else aside, to advance over a province and have surviving defenders retreat the attacker must have a dice roll higher (equal or higher?) than it.
The attacker can have a better chance as other values are subtracted from it. The first is the Outflanking Modifier (which I believe should be calculated over CDS, not TDS). I also wonder if another modifier based on the ratio of total strengths should be used, so even without outflanking an attacker can have a better chance of going through with enough strength; this should, however, be a reduced effect, multiplied by another parameter, Maneuver Usage of Total Strength (MT), of, say, 0.2. Gut feeling says a higher MT (easier for a numerically superior attacker) should be paired with a higher C (harder for attacker overall).
Further, there is a Lowest Conquest Value (LC), even with excellent odds sometimes the attacker just loses. If C subtracted by the other two values goes below LC, LC is used.

So the procedure is:
1d100 > C - O - [(TAS/TDS - 1) * MT] > LC = Attacker advances over the province, defender retreats. Retreat procedure is something to consider, in realtime the defending player would decide where to.
1d100 < C - O - [(TAS/TDS - 1) * MT] = Attacker doesn't advance.
1d100 < LC = Attacker doesn't advance.

>A 1-2 hour back and forth thread with screencaps could be good. All happening on a specific date everyone playing feels comfortable in tbh. Let me know what you think bernds!
I want this for a slow burn game potentially played over months in /kc/ but it should work just as well for that.


Bernd 07/19/2020 (Sun) 06:47:14 [Preview] No.38699 del
(224.89 KB 1000x656 Map1.jpg)
(436.54 KB 1280x905 Map2.png)
(250.24 KB 1000x600 Map3.jpg)
>>38698
Broken image. Gonna scrub that and you can post it again.
I found these but from your description we need something we can edit more quick and easy. Still maybe the the second one would be usable if the colors would be less shaded.
Noteworthy feature on the third map: it uses mountains at certain places, I assume those cannot be crossed, prevent movements and attacks between provinces.

So. The calculable values are these for now?
C = Base Conquest Value (constant)
LC = Lowest Conquest Value (constant)
TAS = Total Attacker Strength
CAS = Committed Attacker Strength
TDS = Total Defender Strength
CDS = Committed Defender Strength
F = Total Frontage
O = Outflanking Modifier
MT = Maneuver Usage of Total Strength (constant?)
M = Max Mortality (constant)


Bernd 07/19/2020 (Sun) 09:59:58 [Preview] No.38701 del
>>38699
>Broken image. Gonna scrub that and you can post it again.
I was getting a horrible connection.
The constants should be:
C = Base Conquest Value
LC = Lowest Conquest Value
MT = Maneuver Usage of Total Strength
M = Max Mortality

Input values are counted manually and inserted into the spreadsheet.
Dice roll
TAS = Total Attacker Strength
TDS = Total Defender Strength
OS = Outflanking Strength
CAS = Committed Attacker Strength
CDS = Committed Defender Strength
Frontage (F) is not an input value now that Outflanking Strength, CAS and CDS are inputs.
I wonder if it's possible to not have CAS and CDS as an input and just rely on OS.

O = Outflanking modifier shows up in the middle of the process

Output values are given by the spreadsheet:
Whether or not the attacker conquers the province
Attacker Casualties
Defender Casualties


Bernd 07/20/2020 (Mon) 19:39:04 [Preview] No.38715 del
(137.84 KB 4500x2234 world-map-simplified.png)
>>38701
Made a simplified version of the second. I post it now before doing any modifications, territories, oversea connections, names, etc.


Bernd 07/20/2020 (Mon) 19:57:57 [Preview] No.38717 del
>>38699
Kek, just noticed in Map2:
>Ukraine
>Ukraine
Laffed.


Bernd 07/21/2020 (Tue) 16:52:37 [Preview] No.38726 del
Is there so many different types of Islam fighting each other because they're all just a bunch of backwards tribalistic sand niggers?


Bernd 07/21/2020 (Tue) 17:31:16 [Preview] No.38727 del
>>38726
Only two types of Islam matter.
>fighting
That's human condition.


Bernd 07/21/2020 (Tue) 18:04:16 [Preview] No.38728 del
>fighting
That's human condition.

Maybe if you're a backward savage, sure, but actual humans (aka not islamic negroids) work together through mutual cooperation example: white societies.


Bernd 07/21/2020 (Tue) 19:45:48 [Preview] No.38729 del
(131.23 KB 4500x2234 world-map-simplified-v2.png)
Modified for paintbucketing. Tested.
Anything I deleted can be added back relatively simply. I'm toying with the idea of resizing islands, Iceland, Madagaskar, Japan.

>>38701
What rules have to be determined?


Bernd 07/22/2020 (Wed) 02:31:03 [Preview] No.38733 del
>>38729
>What rules have to be determined?
Pregame distribution of territory.
Retreat procedure for defeated defenders.
Troop production calculation; how much each territory provides; whether there's a bonus for holding continents, and which are the continents; whether there's more than one kind of unit as I'm thinking about aircraft which are a staple of the kind of Risk I'm used to (War 2) and their production and use.
Troop movement: can an unit move to a bordering territory and partake in an attack, can it move to the other side of the world and partake in an attack, should that be conditional to an energy resource produced in a handful of territories and which players can trade.
Whether there is an additional lightning war phase where, for the price of sacrificing troops and/or this energy resource the attacker can move troops which already attacked further to invade another province.
Or, ditching the aircraft, whether there's a fundamental, more game-defining difference between defensive/garrison forces and offensive forces. Maybe they're produced at a fixed ratio, like 1:1. Or, borrowing from, I think, "Eastern Front 2", there is a single unit type but it has two stages, "spent" and "full" and only "full" can launch attacks; this implies changes to production and to casualty calculation. Or scrap this whole idea as it has the potential of making the game too defensive.
I don't want gimmick mechanics, just a strong core. The exception might be a mechanic for minor powers, outside players' control, all of which covered by the same color but every such territory is independent; according to certain rules they grow in strength and even attack neighboring territories. Some rules for them to appear in abandoned territories or rise up as rebellions.
Whether there is a "force limit" or armies can expand infinitely.
Protocol for players submitting each kind of order, which orders they have and in what sequence they are determined. The sequence of movement, combat and production matters.

Then balance concerns. Depending on production, width and Max Mortality warfare might grow too static, armies may grow faster than warfare exhausts them -probably bad for gameplay- or slower -not bad on the big picture but would also slow the pace a lot.


Bernd 07/22/2020 (Wed) 06:05:03 [Preview] No.38736 del
>>38733
Thanks.
I think we should keep it as simple as possible, at least in the beginning. Maybe the Risk core gameplay is the simplest so we should aim close to that. So for now no air units (tho it sounds good), or extra resources.
Let's figure out the distribution first. Meanwhile I'll continue making the map.
But maybe even before that we might wanna decide about "neutral" faction. How would we handle that? If a player just want to attack them would roll, and mark the changes on the map?
Also all players should edit the map, or just a "game master"?


Bernd 07/24/2020 (Fri) 05:05:53 [Preview] No.38766 del
>>38736
>Also all players should edit the map, or just a "game master"?
Every player edits the map on his turn.

Each territory has an assigned numerical value running from 1 to the number of territories. In the beginning through any random process each player gets [(number of players + 1)/number of territories] numbers, which become his starting territories, over each of which he gets a certain number, decently high, of starting troops. Starting territories are likely dispersed all over the globe, and consolidating them should be a challenge.
Surplus territories from rounding and the n+1th part of the map become independent territories, each one of which starts with a number of troops equal to its production * a certain parameter.
Each independent territory is its own independent power, though they have the same color on the map.
After all players have had their turn there is a brief independent territory turn (burden of calculation falls either to the last in line or the first) in which all they do is produce. That is done normally, each territory has a set output and all of the output turns into more of the independent power's units. However it does not grow infinitely but up to a force limit defined as a multiple of the territory's output/production value.

Independent powers launch attacks as part of a phase at the beginning of each player's turn, attacking territories if certain conditions (mainly strength ratios and width) are met. Thus every player on his turn has to check the possibility of invasion from independent powers and calculate its result. As it happens in the beginning he can react to it. Possibly this phase might be moved to the end of the turn to make it more chaotic.

Rebellions appear in random provinces in an interval I have yet to determine, and if victorious form new independent powers.

A new player can enter the game by taking over an independent power, starting from scratch with a single province.


Bernd 07/24/2020 (Fri) 18:55:32 [Preview] No.38780 del
>>38766
Wait. Let's see an example.
>Each territory has an assigned numerical value running from 1 to the number of territories.
Let's say there are 20 territories, each get a number from 1 to 20.
>In the beginning through any random process each player gets [(number of players + 1)/number of territories] numbers
Let's say there are 5 players. That means: (5+1) / 20 = 0,3?
Shouldn't that be the other way around? 20/(5+1) = 3(,33333)? So each player would get 3 territories? And the 5 which left, would become independent.


Bernd 07/24/2020 (Fri) 20:24:29 [Preview] No.38782 del
>>38780
>Shouldn't that be the other way around? 20/(5+1) = 3(,33333)?
Ah, yes.


Bernd 07/24/2020 (Fri) 20:48:54 [Preview] No.38784 del
(322.85 KB 916x527 potatofren.png)
(166.86 KB 1000x520 board-test.png)
(68.10 KB 1052x375 pieces-test.png)
Glad to see bernds being so dedicated to something. I see us playing and having a good time soon.

Just made a game board template. Couldn't find a flat risk board template though. I also took the liberty of making a few game pieces. Wanted to make the experience more personal tbh. This is what I have for now. It's not really final though. Any suggestions for what you want in your game piece are welcome.

I guess after we're done with that, we can start looking for people and deciding a play time. idk. We already have the rules laid out, more or less. Was thinking about adding worry bear and bong frog to the pieces.


Bernd 07/25/2020 (Sat) 07:34:20 [Preview] No.38789 del
>>38784
What purpose that frame serves?
Worry bear and the bong frog definitely. Maybe Heinrich, probably asking on Kohl for Heinrichs would give a result where at least one could be used. The one in SS uniform, that would be good.


Bernd 07/25/2020 (Sat) 09:44:12 [Preview] No.38790 del
(228.42 KB 1217x1254 territories.png)
Done with the borders and waterways.
The territories need names and output numbers, if I understand it correctly.


Bernd 07/25/2020 (Sat) 13:09:04 [Preview] No.38793 del
>>38790
Forgot Japan. Gonna fix that ofc.


Bernd 07/26/2020 (Sun) 12:39:14 [Preview] No.38796 del
Access to Japonia is fixed.


Bernd 07/26/2020 (Sun) 19:41:51 [Preview] No.38806 del
>>38789
>What purpose that frame serves?

Don't you need a board to play it? If you have a better board, please let me know so we can use it. idk fam

>Worry bear and the bong frog definitely.
pls add a template or transparent pic and I will add them too fren

>Maybe Heinrich
Ahh, not too familiar with him. Sorry

We could also add Drachelord and Igor me thinks. I was also going to add Wojak later. I guess we can also add individual countries as well a la Polandball style


Bernd 07/26/2020 (Sun) 19:52:55 [Preview] No.38808 del
>>38806
>Don't you need a board to play it? If you have a better board, please let me know so we can use it. idk fam
It wasn't criticism, I'm curious what it is used for. I'm only (vaguely) familiar with one version of the game, but it had quite a few editions throughout the years.
>pls add a template or transparent pic and I will add them too fren
I'll see what can I do about it.


Bernd 07/27/2020 (Mon) 01:42:46 [Preview] No.38810 del
>>38790
>The territories need names and output numbers, if I understand it correctly.
They need a name - for consistency, the most populous city within them -, an output number - it's used for random determination so any method will do - an economic value/unit output and possibly an assigned continent, but I have not yet thought of how continents would be used. It also needs connections with other territories and each connection needs a width.

>>38784
As the map is shared in-board as a .png pieces might make things needlessly complicated. If it's right in the middle of a territory you can just wipe it away and paste a new one, but what if it's partially over a border? For simplicity I'd use splotches.

The protocol for a player's turn is the following phases:
0) Verify if neighboring independent powers can launch any offensive and calculate them if possible.

1) Issue attack orders, roll the dice and calculate results (everyone has the spreadsheet on hand). There are two orders available, "Attack" (unit moves into the territory if successful during Maneuver phase) and "Support Attack" (unit stays where it is regardless of Maneuver but otherwise contributes normally to calculation).

Orders must be submitted as:
[Attacking province] [Number of units] [Order type] -> [Attacked province]
Ex:
São Paulo 3 Support Attack -> Buenos Aires
Nuuk 1 Attack -> Reykjavik

2)Produce units. Territories conquered on phase 1 do not count for counting economic output. The economic output necessary for production must come from territories with a continuous connection through friendly territories to the final territory, but the "line of supply" can also be drawn through uncontrolled territories through which the player has Transit Rights.
The format is "[Territory] Build [Number of units]" Ex: "Perth Build 2".

3) Move units. Same restrictions of continuous territory apply. Format is "[Origin] Move [Number of units] -> [Destination]" Ex: Perth Move 1 -> Sydney

4) Grant Transit Rights to a specific player over specific territories for his following turn. Those allow him to trace movement and production through those territories. If earlier on phase 1 the receiving player attacked the granting player, he loses the Transit Rights.
The format is "[Territory] Transit Rights [Player]".
So a post must contain:
1)
[all orders]
2)
[all orders]
3)
[all orders]
4)
[all orders]


Bernd 08/02/2020 (Sun) 05:18:30 [Preview] No.38923 del
(131.25 KB 1149x832 turibonal.jpeg)
So are we still doing the RISK maps fam? Or did we kinda just lose all of the enthusiasm we had?


Bernd 08/02/2020 (Sun) 08:31:13 [Preview] No.38932 del
>>38923
Yeah I was kinda busy, still is to be honest, but we'll see what can we do about it. Still have to review the system BRBernd working on and make sure I understand it.


Bernd 08/02/2020 (Sun) 15:39:56 [Preview] No.38946 del
>>38810
>0) Verify if neighboring independent powers can launch any offensive and calculate them if possible.
How the player picks whom the independent attacks? What prevents a player using the independent to weaken a rival?
Well, among us, known posters I assume we could check which is the most feasible avenue of attack for the independent territory, without being (too) partial about it.
>everyone has the spreadsheet on hand
So we need to make a spreadsheet as well.
>Support Attack
I guess this order has a prerequisite: an Attack has to go against a neighbouring province they can join in.
>The economic output necessary for production must come from territories with a continuous connection through friendly territories to the final territory
What if there are several patches of land on the hand of a player? Do everyone has a capital, and only those areas count, which are connected to that?
>economic output
Is this simply a number which tells us how much unit can be produced on a territory? They just simply add up? Or there's a formula to that?
>Transit Rights
So this is kind of a diplomacy?
Also this is basically for moving units (from the territory they were produced, or stationed)?


Bernd 08/03/2020 (Mon) 05:57:02 [Preview] No.38976 del
Just for the curiosity' s sake, here's a rulebook for Risk.



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