snoman99991 wrote:We haven't necessarily addressed Zombie Fortification. Yes, they might be dim, but zombies have a natural tendency to infect and propagate the world in search for new victims. Surely some kind of simple system for branching out the zombies could be engineered?
Here's an idea for you guys to start with and hopefully improve to fit the situation better.
If all zombies attack when they hit 4 armies, why not have each Zombie Territory fortify to a weaker territory once it hits... say 7 armies. In particular, I would have all Zombie Territories that reach 7 armies fortify to territories that have less than 4 armies.
This way, the threshold of 4 armies that determines attacking behavior isn't upset by the existence of a major zombie population nearby.
Point in case:
Lets assume we're talking about the Classic map. Lets say there is a Red 5 in Brazil, and it's the first target for North Africa as per the current Zombie Attack rules (using army numbers, ideal target rules, and eventually even alphabetical order if necessary).
In this scenario, North Africa has 3 neutral armies at the end of it's Zombie turn. However, Congo, a major Zombie population center (we're imagining that the other African countries are also Zombie so that Congo isn't attacking at this point), has just achieved 7 armies this turn.
Instead of allowing that 7 to grow to numbers that the territory couldn't sustain in zombies (braaaaaaiiinnsssss!!!!), the Zombie territory would fortify to the next territory that isn't strong enough to attack yet. This fortification would be limited so that the 7 can only move up to 4 armies into an adjacent territory, so that this territory would still have attack capabilities next turn.
Now of course, these details can still be wrinkled out a whole lot. I only suggest the number 7 because anything greater than that would seem to powerful, and/or it would make it unrealistic to counter the Zombies.
Why is this important?
To keep up with Zombie lore, we know that Zombies infect populations rapidly. In order to do so, the population must be on the move, as a stagnant population would not do much as humans would learn to avoid it. Therefore, in their predictable nature with battlefronts, there should be a predictable nature in fortifications. If possible, the fortifications rules should be very similar to attacking rules, based on the principle of ensuring the largest populations possible. Instead of "attacking" the largest population like the Zombies do during attack phase, they would reinforce the places where they are weakest during their attack phase. It is also important to notice that in games with limited fortifications, Zombies would "choose" to move from their greatest population center, to the least populated territory, chosen by numbers, adjacent human players, and then by alphabetical ASCII order.
Feedback would be appreciated. Thanks again,
Snoman99991
snoman
There's lots of interesting stuff in your post, I appreciate the enthusiasm
. Having said that I should point out that whilst this suggestion is officially [To-Do] it is
strictly on the understanding that the neutrals will
not be called zombies. Whilst I share your enthusiasm for the zombie back story it has had to be set aside.
Hence the proposal uses the term 'infected neutrals' and includes a minimal back story to explain this. This new name and back story is in no way 'approved', but I am using it as a place holder for now.
I like the logic in your post and don't dismiss it out of hand. However I think that - since this is a gameplay element and
not an AI player - there are several reasons to be cautious about adding this behaviour or a variant of it:
(i) it does make the neutrals more intelligent - fortifying, ie not leaving so many/any single army territories, is certainly something that a human might consider - and I think we are agreed that AI is not what this gameplay element is about
(ii) it makes the neutral behaviour more complex and difficult to predict because the neutral turn would include forts as well as attacks - again complexity is a human player trait
If we were trying to program an AI player I'd certainly want to include your idea or a variant of it, but since we're not ...
What do others think ?
Cicero