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Sorry. I don't understand what you say with "some have 2 troops". In a Hive game all territories have 3 troops at the start. Each region would be able to deploy at least the minimum 3 troops, so you would split those 13 troops in groups of 3 across all your areas.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 thought some more about this and changed my vote. this suggestion needs work as i don't think it will work as you describe.OliverFA wrote:Sorry. I don't understand what you say with "some have 2 troops". In a Hive game all territories have 3 troops at the start. Each region would be able to deploy at least the minimum 3 troops, so you would split those 13 troops in groups of 3 across all your areas.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?
EDITED:
Unless you mean "territories" instead of troops. In that case it would be the same. In your example, none of those 21 areas are bigger than 11 territories, so they can only deploy the 3 minimum. The point is that you would be forced to divide your 13 troops between 5 areas, as opposed to normal settings where you would be able to deploy all 13 in a single point.
To support a deploy bigger than the standard 3, the area needs the resources for it, either by containing one or more region bonuses or by being so big that it can generate a territory bonus.
i agree, not going to happen like that. this would be a decent compromise.DoomYoshi wrote:I have escalating spoils of 100. I only have one territory. I throw away 97 troops and therefore the game. Sounds fun.
Yes, i did mean territories, my bad. So, in your pproposal, I can choose which of my regions to split the bonuses, as long as one particular connected group doesn`t exceed 3 troops?
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.
that's a fair point. i think the idea was to encourage supply lines like in real life. breaking a supply line becomes a valid strategyagentcom wrote:Interesting. I know you said you don't like this, but I think I'd prefer it if the territ count bonus were completely detached from this like the spoils bonus is. So, the restriction would only apply to troops generated from bonus zones (zone bonuses?). Also, I'm not sure why you need to allow the troops generated by bonuses to travel outside the bonus zones via chained territs. If the bonus is generated in Australia, what's the justification of having them spring up in Europe just because there is a chain of connected territs? I think you could make the case that you could ONLY deploy them inside the bonus (here Australia).
That's my first take anyway.
I prefer the territory bonus to stay in the area it was created because otherwise we end in the situation this setting is trying to avoid, and this situation is small bits of land being able to deploy armies far greater than what that land can afford.agentcom wrote:Interesting. I know you said you don't like this, but I think I'd prefer it if the territ count bonus were completely detached from this like the spoils bonus is. So, the restriction would only apply to troops generated from bonus zones (zone bonuses?). Also, I'm not sure why you need to allow the troops generated by bonuses to travel outside the bonus zones via chained territs. If the bonus is generated in Australia, what's the justification of having them spring up in Europe just because there is a chain of connected territs? I think you could make the case that you could ONLY deploy them inside the bonus (here Australia).
That's my first take anyway.
Yes, it would require a decent amount of calculations but the concept stays simple regardless of how complicated calculations are. The concept is "what gets produced in a connected area gets deployed in that connected area."blakebowling wrote:This sounds really cool. It will require a bit more calculation as far as bonuses go, but I do like it.

While not for everyone, I think a game of Trench, Connected Deployment, and Adjacent Reinforcements would be awesome. Might take forever, but it would really make it important to hold key territories, to defend your supply lines, and would actually give a great chance to make a come from behind win by breaking up a bonus with a bold move.koontz1973 wrote: But this would be a sod with adjacent reinforcements.
IMO it should be "unlimited adjacent reinforcements" as per a suggestion that is out there somewhere. Just one adjacent reinforcement does not make sense, but being able to reinforce all your troops but just one territory per turn would make a lot of sense and completely fit this "Realism setup".SuicidalSnowman wrote:While not for everyone, I think a game of Trench, Connected Deployment, and Adjacent Reinforcements would be awesome. Might take forever, but it would really make it important to hold key territories, to defend your supply lines, and would actually give a great chance to make a come from behind win by breaking up a bonus with a bold move.koontz1973 wrote: But this would be a sod with adjacent reinforcements.
Yeah, but it would require to code the map while if it's introduced as a setting it adds a lot more versatility, and the most important, adds a realistic option. Is not like a-thing-that-would-be-cool-to-do, it's a setting that resembles more reality.koontz1973 wrote:If I am reading the OP correctly, something like this may come soon with the planned xml updates. The conditional auto deploys could be used for the majority of a bonus leaving limited troops to deploy elsewhere. So on world2.1, hold USA would give a 2 auto deploy and 1 normal deploy.
But this would be a sod with adjacent reinforcements.
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.
I get that, but look how long it took for trench to come about. If we get the xml sooner, then I am going to use this idea on a large map. While I may not like the idea (did not like trench but that is just me) it might get used by the players that like the long realistic game. The one problem though that would make a mockery of this is the new paratroop reinforcements.OliverFA wrote:Yeah, but it would require to code the map while if it's introduced as a setting it adds a lot more versatility, and the most important, adds a realistic option. Is not like a-thing-that-would-be-cool-to-do, it's a setting that resembles more reality.koontz1973 wrote:If I am reading the OP correctly, something like this may come soon with the planned xml updates. The conditional auto deploys could be used for the majority of a bonus leaving limited troops to deploy elsewhere. So on world2.1, hold USA would give a 2 auto deploy and 1 normal deploy.
But this would be a sod with adjacent reinforcements.
About the calculations, if you have to implement the setting manually you have to do a lot of calculations, but if it's done automatically the concept becomes a lot simpler and easier. Simply
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.
