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Stronghold - updated 29/01/2015

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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby Dillybarr on Tue Jul 23, 2013 1:53 am

Old font was much better, and also I think the territory count is fine :) as for bombardments from rebels I would make it 2 or 3 territories from each one with interconnected rebels and maybe a regular territory to assault. And if people dont think its high enough fantasy (which i think its iffy) a quici fix might be changing the rebels to orcs or centaurs as those are mystical. As for the name, maybe Stronghold: The (rebels,orcs or centaurs) Struggle for Power
Eg: Stronghold: The Centaurs' Struggle for Power
That also givea each individual game its own fantastical storyline.. Or maybe thats just my high mind i dunno.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ender516 on Tue Jul 23, 2013 11:40 am

I would like to see the legend reworked to use the full sentence format for the Rebel Territories and the Armies, just as is done for the Kingdoms. The point form used now fails to make clear that the first shield represents a Rebel Territory and the crossed swords, an Army. When you read on into the Kingdom description, it then becomes unclear what it is referring to. There should be room, I think, if things are worded as follows:

Rebel Territories autodeploy 2 troops and
cannot assault, only bombard adjacent regions.

Armies assault the Stronghold and vice versa.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Sat Jul 27, 2013 6:53 am

I'll see if I can't get something posted this evening.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Sun Jul 28, 2013 6:59 pm

All that's changed in this version is the font.

I've got some other things in store, but I thought I'd post this anyway to show willing.

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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby koontz1973 on Mon Jul 29, 2013 2:07 am

You missed 3 territs. Also, have you tested the font on a small map? It might be hard to read when scaled down.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Mon Jul 29, 2013 7:11 pm

koontz1973 wrote:You missed 3 territs. Also, have you tested the font on a small map? It might be hard to read when scaled down.

Not yet, but I think all of the regions are sufficiently big to allow for some up-scaling of text.

Also, is this an improvement on the image above? All I've done is added some colours to different kingdoms.

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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby Aleena on Tue Aug 06, 2013 10:40 am

I like that new adjustment of colors (shades of green) given to the kingdoms - it makes them more clearly visable beyond just the thick border line...
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ender516 on Tue Aug 06, 2013 10:55 am

Yes, but the three armies that attack the stronghold seem to have the same colour as the kingdom containing Cobalt Mine and Bismuth, which confused me at first glance, since two of them are separated from that kingdom. Perhaps a yellowish, sandy wasteland, cleared of brush by those in the stronghold so as to see approaching attackers more easily?
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby koontz1973 on Mon Aug 12, 2013 1:48 pm

ManB, please keep the thread title updated.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby jonofperu on Thu Aug 15, 2013 10:38 am

Nice use of colors to differentiate kingdoms. Needs some adjustment and the 3 armies have to be included, but right on!
I like the font!
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Thu Aug 15, 2013 7:18 pm

Question:

Should the winning objective be tweaked to include more than one region?

eg. "Hold Stronghold AND an entire kingdom".

Anybody who has ever played freestyle speed on the St. Paddy's map will appreciate the question. It's easy to take the one objective region and begin the next turn as soon as possible to win in freestyle.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby Aleena on Thu Aug 15, 2013 7:41 pm

I think the one space is fine -

If players focus too much on the goal and not evaluate the entire board - then it does allow others to charge in for the win - but if you see one player getting too close to the goal (or too strong) - the best defense is not by changing the victory condition and adding additional regions; it is to change your tactic and focus assaults on what ever player is closer to achieving the victory - in order to weaken him enough so that he is unable to break the defense of the regions prior to the victory condition.. If you wait until he is at the front door to attack him (cause your too busy killing neutrals or trying to reach a bonus sector) - then it is no ones fault but your own...
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby koontz1973 on Thu Aug 22, 2013 2:50 am

ManBungalow wrote:Should the winning objective be tweaked to include more than one region?

eg. "Hold Stronghold AND an entire kingdom".


It all depends on if you want it to get used. Make the winning condition too easy and it comes down to dice, make it to hard and everyone ignores it. For the size of map, you should leave it as the stronghold and let neutrals balance it for you. But this is not your only option, you can go like Austrum and Vertex and say stronghold and any 10 regions. This messes up the log more in fog games as well.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby Aleena on Thu Aug 22, 2013 10:48 am

I like it as is - just one spot the strong hold....

But another suggestion that will make the rebels more valuable - for now - I question if i would go out of my way to capture a rebel when my goal is the stronghold...

You could say the winner needs one (or two) rebel camp and the strong hold for one turn to win...


And yet a third option -
The 3 Neutral guard spaces in front of the Stronghold can not be attacked unless you control at least one Rebel camp.

So you do not need to maintain control of the camp to win, but you need a camp just to reach the stronghold...
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby koontz1973 on Sat Aug 24, 2013 1:58 pm

Any update coming?
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby Dukasaur on Sat Aug 24, 2013 7:05 pm

ManBungalow wrote:Number of Territories: I forget how many exactly, but 50-60

55
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby cairnswk on Sat Aug 24, 2013 8:10 pm

Dukasaur wrote:
ManBungalow wrote:Number of Territories: I forget how many exactly, but 50-60

55

need to add it to the front page guys - 55 that is. :)
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Sun Aug 25, 2013 5:58 pm

koontz1973 wrote:Any update coming?

I feel a little lost. I will get this quenched, I promise you. But I've kinda lost my enthusiasm.


Things I can do:

colour kingdoms in
give kingdoms names
write a legend
decide on the rebel bonuses
reevaluate the winning condition, like Aleena is suggesting
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby koontz1973 on Thu Aug 29, 2013 11:42 pm

ManB, I really hope to see those changes very soon.

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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Fri Aug 30, 2013 2:56 pm

Aleena wrote:And yet a third option -
The 3 Neutral guard spaces in front of the Stronghold can not be attacked unless you control at least one Rebel camp.

I'm not able to add another XML feature (such as conditional borders) as per the rules of the competition.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby Aleena on Fri Aug 30, 2013 3:33 pm

That's ok....
Still a nice map -and I wish you the best...
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Fri Aug 30, 2013 3:41 pm

Click image to enlarge.
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Where do I go from here?
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby Aleena on Fri Aug 30, 2013 3:53 pm

Kogtz and Dako leads to the Threshold
While Rjbeals leads to the Hidden Passage

Then Have the Threshold and the Hidden Passage lead into the center circle which is the Stronghold itself..

....

This might be out of left field... But some issues before from others was the concern about the victory condition being basically a race - all based on the Dice - little skill needed...

I'm not sure if I agree - but I have an idea that would fix this problem and change the whole dynamic of the board...

Have all players a PRESET starting Point and have PLAYER #1 start as the Stronghold.

So Player #1 will need to control all four Rebel Camps to win... Where as the rest of the players are all trying to get into the Stronghold to win... \

This way the Stronghold and it's defense is not a brainless neutral just waiting for the first player to capture it...

You can also make the Stronghold, Threshold, and Hidden Passage be a Bonus which player #1 starts with - to help balance out the fact that all the other players are targeting him....

Sort of a Lord of the Ring Feel - Where the Dark Lord is trying to claim all earth, while all the other players (Hobbits, Humans, Elves, Dwarves) have one major goal and that is to reach the Center of all evil where they can destroy the ring..

Now I not saying use a ring, or different races - just trying to get the idea across where Player #1 has a different Victory condition then the rest of the players - and all players are against Player #1 from winning..
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby koontz1973 on Sat Aug 31, 2013 12:58 am

ManBungalow wrote:Where do I go from here?

What has changed ManB. This map is your responsibility to carry through to beta but after a month, you throw out a quick update after saying -
ManBungalow wrote:But I've kinda lost my enthusiasm.

does not show much promise.
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Re: #GCCM Stronghold [7/7] Pages 1/2

Postby ManBungalow on Sat Aug 31, 2013 5:55 pm

Aleena wrote:Kogtz and Dako leads to the Threshold
While Rjbeals leads to the Hidden Passage

Then Have the Threshold and the Hidden Passage lead into the center circle which is the Stronghold itself..

....

This might be out of left field... But some issues before from others was the concern about the victory condition being basically a race - all based on the Dice - little skill needed...

I'm not sure if I agree - but I have an idea that would fix this problem and change the whole dynamic of the board...

Have all players a PRESET starting Point and have PLAYER #1 start as the Stronghold.

So Player #1 will need to control all four Rebel Camps to win... Where as the rest of the players are all trying to get into the Stronghold to win... \

This way the Stronghold and it's defense is not a brainless neutral just waiting for the first player to capture it...

You can also make the Stronghold, Threshold, and Hidden Passage be a Bonus which player #1 starts with - to help balance out the fact that all the other players are targeting him....

Sort of a Lord of the Ring Feel - Where the Dark Lord is trying to claim all earth, while all the other players (Hobbits, Humans, Elves, Dwarves) have one major goal and that is to reach the Center of all evil where they can destroy the ring..

Now I not saying use a ring, or different races - just trying to get the idea across where Player #1 has a different Victory condition then the rest of the players - and all players are against Player #1 from winning..

Again, Aleena, I can't add any other gameplay features due to the GCCM rules. I love your idea though, maybe for another map.
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