Japan:Sengoku Jidai v0.21 - pg 2
Posted: Mon Feb 15, 2010 5:58 pm
Summary
As of v0.21:
- 61 territories
- Players start at clan castles, playing role of daimyo
- players receive +6 auto-deploy for each castle
- remainder of territories are neutral (of various sizes depending on location)
- No "continents", rather bonuses based upon control of certain resources/political positions/individuals
- Victory is achieved be eliminating all opponents or capturing a certain set of territories and quantity of resources
v0.21
NOTE: The castle in the top-right portion of the map is enclosed in its own territory. For some reason, that did not appear on the map displayed above.
Update 2/23/2010
I'm currently running with natty_dread's suggestion to add a resource element to the map. I added two main "resources": manpower and mines. I also developed a symbol and plan to incorporate farmland into the mix, but the end result saw the map way too cluttered (in my opinion), leaving little room for province names and such. Though It's not represented here, I delimited a six-territory "sphere of influence" around each castle. I used this area as a basis for where to place resources. Basically, each castle has relatively easy access to two manpower territories early on. Expansion beyond that (assuming a full map of 8 players) will require them to content with their neighbors. Mines were placed on two "neutral" territories on the south and north sides of the island. These territories are not officially in the sphere of influence of any one clan, though it is probably obvious that certain clans could get to the mines easier than others. For that reason, I demanded that a player control 3 manpower before they can gain the mine bonus. That way, even if a player quickly takes the mine, no benefit will be received until they actually go out and conquer manpower from other daimyo.
I added a bonus of +6 for any player holding the shogun's hall and 10 manpower. Essentially, a player in this position has conquered more than half of the island is firmly controls the shogunate, even if there are detractors. The way I expect this to play out is that two players eventually emerge strong in the north and south and they jockey over control of the imperial palace and the two manpower units in the central region of the map. However, I imagine some players will secure territories on the opposite side of the island BEFORE going for the imperial palace and plenty will ignore the palace altogether in favor of gunning for their opponents, but I wanted to give players some incentive to go for the objectives if they are so inclined.
The tax collector bonus is one of those incentives. I was also thinking of adding another bonus related to the court nobles (hold court nobles + 3 castles = 3 armies). I'm not sure what to do with the advisor and regalia territories. Right now they are simply more buffers between the gate and the ninja.
Speaking of the ninja, I will be moving its connection so that it can only be accessed after going through the empress (entirely a gameplay concern, no historical basis that I know of).
Finally, the big change is the addition of a victory condition. I will probably up the castle requirement to 6, but other than that, I have no changes to that element of the map. Any thoughts?
To Do:
Gameplay
- Nail down impassibles (I'm pretty happy with them now, but I may add another 1 or 2)
- Determine the territory bonus structure (currently in progress)
- Settle on gameplay layout (attack routes, neutrals, resets, etc) for the inset territories
- Decided on how many neutral armies for each territory
- Set victory condition(s) (currently in progress)
Graphics
- decide how much to retain from v0.1
- inset
- main map
- territory names
- background
- impassibles
- castles
- sea routes/ships
- legend
- title
- mini map (if necessary)
The graphics stuff will become more specific when the time comes to serious consider those things, but if anyone has any thing to suggest, graphics or gameplay, please do so!
Older Versions w/ Discussions
As of v0.21:
- 61 territories
- Players start at clan castles, playing role of daimyo
- players receive +6 auto-deploy for each castle
- remainder of territories are neutral (of various sizes depending on location)
- No "continents", rather bonuses based upon control of certain resources/political positions/individuals
- Victory is achieved be eliminating all opponents or capturing a certain set of territories and quantity of resources
v0.21
NOTE: The castle in the top-right portion of the map is enclosed in its own territory. For some reason, that did not appear on the map displayed above.
Update 2/23/2010
I'm currently running with natty_dread's suggestion to add a resource element to the map. I added two main "resources": manpower and mines. I also developed a symbol and plan to incorporate farmland into the mix, but the end result saw the map way too cluttered (in my opinion), leaving little room for province names and such. Though It's not represented here, I delimited a six-territory "sphere of influence" around each castle. I used this area as a basis for where to place resources. Basically, each castle has relatively easy access to two manpower territories early on. Expansion beyond that (assuming a full map of 8 players) will require them to content with their neighbors. Mines were placed on two "neutral" territories on the south and north sides of the island. These territories are not officially in the sphere of influence of any one clan, though it is probably obvious that certain clans could get to the mines easier than others. For that reason, I demanded that a player control 3 manpower before they can gain the mine bonus. That way, even if a player quickly takes the mine, no benefit will be received until they actually go out and conquer manpower from other daimyo.
I added a bonus of +6 for any player holding the shogun's hall and 10 manpower. Essentially, a player in this position has conquered more than half of the island is firmly controls the shogunate, even if there are detractors. The way I expect this to play out is that two players eventually emerge strong in the north and south and they jockey over control of the imperial palace and the two manpower units in the central region of the map. However, I imagine some players will secure territories on the opposite side of the island BEFORE going for the imperial palace and plenty will ignore the palace altogether in favor of gunning for their opponents, but I wanted to give players some incentive to go for the objectives if they are so inclined.
The tax collector bonus is one of those incentives. I was also thinking of adding another bonus related to the court nobles (hold court nobles + 3 castles = 3 armies). I'm not sure what to do with the advisor and regalia territories. Right now they are simply more buffers between the gate and the ninja.
Speaking of the ninja, I will be moving its connection so that it can only be accessed after going through the empress (entirely a gameplay concern, no historical basis that I know of).
Finally, the big change is the addition of a victory condition. I will probably up the castle requirement to 6, but other than that, I have no changes to that element of the map. Any thoughts?
To Do:
Gameplay
- Nail down impassibles (I'm pretty happy with them now, but I may add another 1 or 2)
- Determine the territory bonus structure (currently in progress)
- Settle on gameplay layout (attack routes, neutrals, resets, etc) for the inset territories
- Decided on how many neutral armies for each territory
- Set victory condition(s) (currently in progress)
Graphics
- decide how much to retain from v0.1
- inset
- main map
- territory names
- background
- impassibles
- castles
- sea routes/ships
- legend
- title
- mini map (if necessary)
The graphics stuff will become more specific when the time comes to serious consider those things, but if anyone has any thing to suggest, graphics or gameplay, please do so!
Older Versions w/ Discussions