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[GO] Connected Deployment

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[GO] Connected Deployment

Postby OliverFA on Sat Sep 21, 2013 3:19 pm

I have a feeling this will never get implemented, but felt like suggesting it anyway.

Concise description:
Currently, new armies can be deployed anywhere independently of where they were generated. An extreme example is if a player in World 2.1 has Europe and a single territory in Australia. All the reinforcements come from Europe, however the player can deploy all of them in Australia, which defies logic.

With this setting armies would be deployed only in the region that originated them. In the example above, Europe would be able to deploy all the armies and the single Australian territory would be able to deploy only 3 troops.

Summarizing:
The armies that get generated in a zone can only be deployed at that zone or at a zone that is connected to it.


Specifics/Details:
Before the deploy phase, divide the player's territories in connected areas. Each connected area can only deploy the armies generated in that area (region bonuses) plus the territory armies also generated in that area (that's usually a minimum of 3 in most maps, but can change depending on the map).

In maps with unconnected bonuses, each territory belonging to that bonus counts as the whole bonus in terms of calculating maximum deployment. As an example, if you have 7 gang members in Prison Riot, each connected area containing one or more of those 7 members adds +4 to its maximum deployment.

Spoil armies are not affected by this rule, as they don't come from land.

How this will benefit the site and/or other comments:
  • Will make for more strategic games, as the element of land connection becomes important not only for the reinforcement phase, but also for the deploy phase.
Last edited by OliverFA on Wed Dec 04, 2013 10:00 am, edited 6 times in total.
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Re: Connected Deployment

Postby MagnusGreeol on Sun Sep 22, 2013 3:38 pm

I like how You described it in Concise descrptuon, makes sense that You can only deploy to where its originated, What can I say, I like this ")
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Re: Connected Deployment

Postby SuicidalSnowman on Sun Sep 22, 2013 3:43 pm

Let's get some test games. Gentleman's rules. I love it.
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Re: Connected Deployment

Postby OliverFA on Sun Sep 22, 2013 3:57 pm

SuicidalSnowman wrote:Let's get some test games. Gentleman's rules. I love it.


I missed hour Gentleman's rules games ;) Feel free to invite me :)
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Re: Connected Deployment

Postby OliverFA on Sun Sep 22, 2013 3:59 pm

MagnusGreeol wrote:I like how You described it in Concise descrptuon, makes sense that You can only deploy to where its originated, What can I say, I like this ")


Thanks! If you have a taste for realism you will probably like it.
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Re: Connected Deployment

Postby SuicidalSnowman on Sun Sep 22, 2013 10:27 pm

Thinking harder on this, I really like this idea. CC (and the underlying board game) have always had a vague idea of territory control, linked armies, and sphere of influence. Reinforcements have always relied on linked territories, and the common "adjacent" option further highlights this.

This would help with the realism aspect in that it would add another way to move games from dice rolls and odd calculators to actual strategic game play. You may have to leave a few troops behind in a key supply territory rather than steamrolling your stack across the map.

This also add a new element for someone who is losing but wants to come back. Rather than simply waiting until someone's bonus troops slowly overwhelm you by attrition, you could also build a small stack and make a desperate move to cut those reinforcements off.

I also think this could influence some late game strategies. If a bonus area is cut off, perhaps that player is then left with a large stack. Even if the other players make a bit of a comeback, they still have a growing pile of reinforcements to contend with!

This would also have make nuclear spoils interesting. A well placed nuke could cut off reinforcements for a turn or two!


For a bit of a case study, let's take classic. Most games involve one person grabbing Oceania, throwing down a stack on Jakarta, and then using that to exert control over the rest of the game. This option could change that dynamic, by either forcing them to really commit to "turtling" or getting them out mixing it up with the rest of the players.
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Re: Connected Deployment

Postby DoomYoshi on Sun Sep 22, 2013 10:43 pm

I`m in. Let`s let this be a redux of our old usergroup.
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Re: Connected Deployment

Postby greenoaks on Sun Sep 22, 2013 10:57 pm

Each connected area can deploy at most the same number of armies generated in that area. with a minimum of 3 armies (or wathever minimum reinforcement the map has)

i think this needs to change to

Each connected area can only deploy the armies generated in that area (region bonuses) plus a maximum of 3 armies (or whatever the minimum reinforcement is for that map)
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Re: Connected Deployment

Postby macbone on Sun Sep 22, 2013 11:59 pm

I like it, Oliver.

It kind of reminds me of Axis & Allies' rules, where you can only place new units where you have an industrial complex that you've controlled since the start of your turn. I'd love to see something similar be included on CC.
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Re: Connected Deployment

Postby Dukasaur on Mon Sep 23, 2013 12:03 am

Yes.
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Re: Connected Deployment

Postby OliverFA on Mon Sep 23, 2013 7:06 am

Glad to see the idea has been so well received. And suprirsed no one has pointed any issues:

  • What happens with spoils? I did not mention in the OP, but spoils are out of this rule, as they come from "nowhere".
  • What happens with bonuses regions that are unconnected themselves? An example is the gangs bonuses in Prison Riot. Not sure what to do with that yet, but I am sure it has a solution.
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Re: Connected Deployment

Postby OliverFA on Mon Sep 23, 2013 7:12 am

The first change I have noticed in the games I am playing with Suicidal Snowman is that when I was considering my moves in Classic I was not so worried about he getting Australia, because I know that if he gets Australia he won't be able to deploy those extra 2 armies in other places.
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Re: Connected Deployment

Postby greenoaks on Mon Sep 23, 2013 8:04 am

OliverFA wrote:Glad to see the idea has been so well received. And suprirsed no one has pointed any issues:

  • What happens with spoils? I did not mention in the OP, but spoils are out of this rule, as they come from "nowhere".
  • What happens with bonuses regions that are unconnected themselves? An example is the gangs bonuses in Prison Riot. Not sure what to do with that yet, but I am sure it has a solution.

You can only deploy a bonus on a bonus region or on a tert connected to the relevant bonus region.

Your Prison Riot! example would allow deployment in several parts of the prison so long as there was a direct connection (think Chained Reinforcements) to one of the gang members you hold.

Spoils are treated the same as the minimum reinforcements of 3 and could be deployed anywhere.

Is that how you see it?
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Re: Connected Deployment

Postby OliverFA on Mon Sep 23, 2013 9:21 am

Right! I see it exactly that way ;)
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Re: Connected Deployment

Postby betiko on Mon Sep 23, 2013 10:24 am

yeah i think it's a pretty good idea, just one thing i didnt understand:

if you have let's say 15 terts and a +2 bonus; you aren t allowed to drop all 7 on your bonus area? how do you place your tert count bonus? anywhere but the bonus area right?
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Re: Connected Deployment

Postby OliverFA on Mon Sep 23, 2013 10:30 am

betiko wrote:yeah i think it's a pretty good idea, just one thing i didnt understand:

if you have let's say 15 terts and a +2 bonus; you aren t allowed to drop all 7 on your bonus area? how do you place your tert count bonus? anywhere but the bonus area right?


The territory count bonus is treated just like the region bonus.

If you have, let's say, a 12 territories area with a +2 bonus and a 3 territories area, the first area will be able to deploy 6 armies (+1 extra territories bonus +2 bonus region +3 standard deploy), and the second area 3 armies.

If you have a 12 terriotires area without a bonus and a 2 territories area with the +2 bonus, the first area will be able to deploy 4 armies (1+0+3) and the second area 5 armies (0+2+3).
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Re: Connected Deployment

Postby sempaispellcheck on Mon Sep 23, 2013 10:48 am

OliverFA wrote:
betiko wrote:yeah i think it's a pretty good idea, just one thing i didnt understand:

if you have let's say 15 terts and a +2 bonus; you aren t allowed to drop all 7 on your bonus area? how do you place your tert count bonus? anywhere but the bonus area right?


The territory count bonus is treated just like the region bonus.

If you have, let's say, a 12 territories area with a +2 bonus and a 3 territories area, the first area will be able to deploy 6 armies (+1 extra territories bonus +2 bonus region +3 standard deploy), and the second area 3 armies.

If you have a 12 terriotires area without a bonus and a 2 territories area with the +2 bonus, the first area will be able to deploy 4 armies (1+0+3) and the second area 5 armies (0+2+3).

I think you're going to have to split that 3-troop standard deploy between the two areas.
In your second example, without connected deploy, you would have 14 territories and a +2 bonus - 4+2=6
However, with connected deploy, you say you would have 4 troops for the non-bonus area and 5 for the bonus area - 4+5=9.

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Re: Connected Deployment

Postby Donelladan on Mon Sep 23, 2013 10:54 am

Taking example of classic. What if I have Europe + Africa. Since it's connected can I deploy the +8 wherever I want in Europe and Africa.
Or it is +3 in Africa and +5 in Europe.


Concerning the +3 bonus and the additional +1/3 regions, I think you should alway be able to deploy those troops wherever you want. Make the idea a bit too much complicated otherwise.
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Re: Connected Deployment

Postby OliverFA on Mon Sep 23, 2013 11:36 am

Donelladan wrote:Taking example of classic. What if I have Europe + Africa. Since it's connected can I deploy the +8 wherever I want in Europe and Africa.
Or it is +3 in Africa and +5 in Europe.


You can deploy anywhere in the connected area, just like you could reinforce from Europe to Africa and viceversa.

In the example, you have have a 14 territories area which is the entire Africa plus the entire Europe. Then maximum deploy in this area is

+1 for territories bonus [(14-9)/3], rounded down
+5 for Europe
+3 for Africa
+3 for standard deployment

for a total of 12 maximum deployment

Donelladan wrote:Concerning the +3 bonus and the additional +1/3 regions, I think you should alway be able to deploy those troops wherever you want. Make the idea a bit too much complicated otherwise.


Yes. This +3 bonus is intended to make things simpler. Perhaps an alternative way to look at it is like I said at the begining.

+4 for territories bonus 14/3, rounded down
+5 for Europe
+3 for Africa

Which one is simpler?
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Re: Connected Deployment

Postby OliverFA on Mon Sep 23, 2013 11:40 am

I changed the rule to something that I think it's clearer

Before the deploy phase, divide the player's territories in connected areas. Each connected area can only deploy the armies generated in that area (region bonuses) plus the territory armies also generated in that area (that's usually a minimum of 3 in most maps, but can change depending on the map).
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Re: Connected Deployment

Postby rhp 1 on Mon Sep 23, 2013 12:17 pm

This suggestion runs completely contrary to any benefit I may enjoy in the types of games I play, but I think its a fantastic suggestion... one of the best I've ever seen...
As someone mentioned previously (though its been over 20 years since I've played it) its very reminiscent of industrial complexes in Axis and Allies which was a cool game if memory serves... *damn I'm old*
Ive always liked anything that adds more potential strategy to a game (as it appears is Oly's motivation here as well) and this clearly without question, does that
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Re: Connected Deployment

Postby DoomYoshi on Mon Sep 23, 2013 1:39 pm

OliverFA wrote:I changed the rule to something that I think it's clearer

Before the deploy phase, divide the player's territories in connected areas. Each connected area can only deploy the armies generated in that area (region bonuses) plus the territory armies also generated in that area (that's usually a minimum of 3 in most maps, but can change depending on the map).


in large maps i can have no connected territories and still get a +10 (think hive). Where can i put these troops? How can you decide where the troops can go? The only sensible solution is that territory count bonuses can go anywhere.
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Re: Connected Deployment

Postby OliverFA on Mon Sep 23, 2013 2:36 pm

DoomYoshi wrote:
OliverFA wrote:I changed the rule to something that I think it's clearer

Before the deploy phase, divide the player's territories in connected areas. Each connected area can only deploy the armies generated in that area (region bonuses) plus the territory armies also generated in that area (that's usually a minimum of 3 in most maps, but can change depending on the map).


in large maps i can have no connected territories and still get a +10 (think hive). Where can i put these troops? How can you decide where the troops can go? The only sensible solution is that territory count bonuses can go anywhere.


In Hive if you have +10 deploy with no region bonus it means you have 30-32 territories. The extreme case is that you have one 11 territories area, a second 11 territories area and a 10 territories area. You would only be able to deploy 3 armies in each of those areas, and that's intended.

The issue is what to do about the remaining army. I prefer to add the remaining army to the maximum deployment in each area, so in this case maximum deploy would go from 3 to 4. Why I don't like to distribute territories aywhere? Because then this setting loses much of its purpose. Following the example, is not the same being forced to deploy 4 armies at most in each area than being able to deploy 10 in one of them and play like usually. There is nothing wrong in playing the usual way, except that we don't need a new setting that ends playing in the same way than the setting we already have.

Summarizing: We just make a final recount of the maxium territories that can be deployed in any area, and if there are armies left then we just raise up the maximum army deployment everywhere to fit with it.
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Re: Connected Deployment

Postby DoomYoshi on Mon Sep 23, 2013 4:28 pm

That example doesn't address the point I am making. Round 1 in a Hive game. You have 45 territories. You have 21 different connected areas. Some have 2 troops, some have 1, some have 3 or 4. I have 13 troops to deploy. Where am I allowed to deploy them? Only in the areas with 3 or 4?
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Re: Connected Deployment

Postby greenoaks on Mon Sep 23, 2013 4:50 pm

DoomYoshi wrote:That example doesn't address the point I am making. Round 1 in a Hive game. You have 45 territories. You have 21 different connected areas. Some have 2 troops, some have 1, some have 3 or 4. I have 13 troops to deploy. Where am I allowed to deploy them? Only in the areas with 3 or 4?

i'll give it a shot.

I. Deploying Your Troops
At the beginning of every turn you will collect a certain amount of troops. The number of troops you get is determined by this formula:

(regions ÷ 3, minimum of 3) + zone bonus + spoils bonus

Terminology:
"regions" are the total number of regions you occupy. these troops may be deployed anywhere.
"zone bonus" are bonus troops you get for occupying all of the regions that make up a zone. they may only be deployed on the relevant zone or a connected tert.
"spoils bonus" is the number of troops you get for playing a set of spoils. these may be deployed anywhere.



ps. most of this text is from the Instructions tab.
Last edited by greenoaks on Mon Sep 23, 2013 5:41 pm, edited 1 time in total.
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