Oneyed wrote:the entry from map1 to map2 will be "the same" capitals and towns. condition for this will be holding entire state on map1.
no region on map1 become neutral (even the player entered map2), so player can play on both maps. so the first player who entered map2 will could control also map1 and on map2 he can goes for victory conditions.
i dislike version 1 above. it does not fit the
great war theme and does not use stages: it uses two maps which must be shown side by side, which u cannot achieve unless u use supersize, since map 1 remains visible during the whole game.
Oneyed wrote:here is second possibility.
the entry to map2 will be "the same capitals". condition for this will be holding entire state on map1.
when player entered map2 all his regions on map1 become neutral (what number? so high that these region on map1 will be uncaptured?)o
for any control of map1 player can bombards from capital on map2 all capitals on map1.
the gameplay in version 2a above is better. however, it again does not use stages: it uses two maps which must be shown side by side, which u cannot achieve unless u use supersize, since map 1 remains visible during the whole game.
Oneyed wrote:or we could do in second possibility that after player entered map2 his regions on map1 become no neutral, but 99 players soldiers (but player can not use them for attacks on map1 and also not for reinforce to map2) but this player will still holds his bonus from map1.
(and maybe if he captured entire state on map2 only after this these regions become neutral).
the gameplay in version 2b above is possibly better than in both 1 and 2a because the first player to enter map 2 retains his "entire state" bonus instead of being punished. however, it again does not use stages: it uses two maps which must be shown side by side, which u cannot achieve unless u use supersize, since map 1 remains visible during the whole game.
Oneyed wrote:I do not like idea about "in any round" all regions on map1 become neutral. the map will lost interesting and diversity. each game "will be the same".
u have a good point here, yet, if map 1 does not become neutral, then most games where a player reaches map 2 will have all players on both maps and we'll have turned the great war into science fiction.
here is an idea which uses stages in a way that i believe will work. map 1 and map 2 must have identical regions and be exactly the same size because there is only one set of regions (for example, no berlin 1 and 2, only a single berlin). to map 1, add a non-geographic region called 1917 which starts with n3 neutrals. each game starts on map 1 in 1914. if no-one attacks the 1917 region, then the game finishes on map 1. if someone holds an "entire state" bonus, then he may choose to attack the 1917 region. if he conquers it, then the map
immediately changes to map 2: at any given time, only one map is visible and, after 1917 is reached, players cannot travel backward in time, so they can never see 1914 again (1917 has conditional borders such that if 1917 is non-neutral, then it has no borders and can neither attack nor be attacked).
all bonuses are conditional on 1917 being neutral (stage 1 and map 1) or non-neutral (stage 2 and map 2), so the bonuses on both maps are the same, but apply differently because 1917 is always neutral during stage 1 (only map 1 visible) and non-neutral during stage 2 (only map 2 visible). the bonuses will therefore
appear to change, despite the xml staying the same (for example, a non-neutral 1917 enables the red army to be attacked to activate the soviet bonus). a victory condition is not essential, since enough other things are happening.
if u like this idea, then start with the current map 1 (except for adding 1917 and red army) and create a new map 2 that is based on the current map 1 (after adding 1917 and red army), but with "different" bonuses.
ian.
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