🏯 Sengoku Jidai -Have your say
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Next year 2022 @ebbe will be leading a collaborative map of Japan's Sengoku Jidai and I will be helping mainly with coding and testing any other offers of help would be greatly appreciated.
He has already produced a board game with lots of art assets so it is off to excellent start, see below.
In this new TripleA game, as a given, it will have the following;
- Forts/Temples, Castles/Fortress
- Daimyo, Generals, Samurai, Cavalry, Samurai Archers, Teppo, Ashigaru, Ninja, Ronin.
- Rebellious Ikko Ikki farmers and Buddhist Warrior Monks and Wako/Pirates.
- Ships like Kobaya, Sekibune, Atakebune, Jong/Junk
- Uncross-able mountains
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What would people like to see in this new TripleA game?Here are some possibilities;
- Victory Conditions like an Honour system for winning, controlling eg. Kyoto, Mtn Fuji, Shrines, Clan capitals, owning Jade items etc or as an option economic
- Map size 81 territories or more, say 160ish
- 5ish or 12ish playable clans with smaller clans
- Clan Politics
- More territory effects like Mountain passes, cliffs, rocky shore lines etc
- Resources like Gold/Silver salt, jade mines, Ship-Timber, silk etc
- Nature events like famine, volcanoes, earthquakes and tsunami's
- How historically accurate should it be? Should it have any Japanese folklore?
- How many scenarios? One but done very well, or many?
- Anything else
Please list your top 3 "features" or more, but in order, of what you would like in the game, even if you are repeating what other people have posted.
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From ebbe's boardgame.
Event Cards -
Reserved
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@thedog Just as a casual player:
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I would suggest having a simple victory condition as much as possible and having somethings that may prevent early surrenders if things goes bad. I mean for example in almost all TripleA scenarios; If a situation get worsened for a nation or alliance in the middle of a game, they could never turn the tide because of the cumulative nature which often leads early surrenders. Once I have requested implementing "draw" option because with that the loser side gets a new goal.
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I think playability and balance should always triumph over realism if they conflict.
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My preferences are
- Mountain passes, which were important in this war
- Clan politics, which were also important and lead to more interesting game play
- AI playability. Features that throw off the AI like resources should be avoided.
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@schulz said in Sengoku Jidai -Have your say:
@thedog Just as a casual player:
- I would suggest having a simple victory condition as much as possible and having somethings that may prevent early surrenders if things goes bad. I mean for example in almost all TripleA scenarios; If a situation get worsened for a nation or alliance in the middle of a game, they could never turn the tide because of the cumulative nature which often leads early surrenders. Once I have requested implementing "draw" option because with that the loser side gets a new goal.
I agree Im hoping we can use the VC victory conditions, this can be used for an honour system, like ebbe and I both have. My current game appears to be bit swingy in the sense that one clan rises to the top and then another takes over. Maybe the politics can mitigate this when the weak clans band together and form an alliance? (I have never used TripleA politics)
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@rogercooper said in Sengoku Jidai -Have your say:
My preferences are
- AI playability. Features that throw off the AI like resources should be avoided.
I tried a different take on resources with Gold-Mines and Ship-Timber, both looking like resources, but giving a direct PU as a reward for owing them, I know the AI does not factor this in its calculations.
I could of just added the PU to the territory, but wanted the illusion of a resource.
Roger how would you do it? -
@thedog Yes, politics may be the solution though there are other alternatives;
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Increasing overall incomes and keeping values of contested territories low therefore providing enough room to recover.
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Introducing upkeep hence losing a unit would be less bad.
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Introducing "draw" which would trigger if no side can achieve the victory goal in certain amounth of rounds.
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@schulz
Below is my current victory conditions.
From 14 territories you and your political allies or just your clan need to have 8 territories by the end of a turn.These 14 are;
- 6 Clan 'home' territories
- 1 Ikko Ikko 'home' territory in Kaga
- 1 Suruga territory contains Mount Fuji, a revered volcano
- 1 Yamashiro territory contains Kyoto, the Emperors palace
- 5 territories around Suruga territory, as Daimyos struggled to be the clan to control routes in and out of Kyoto
All 14 are marked with a yellow vc star at the bottom of the territory.
Is the above simple enough?
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@thedog I think I'd go with economic victory if there is no draw option.
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@schulz
As far as I know, a triggered victory is the only way to get a political allied victory to work?
So, sadly an economic victory, TripleA will not tell you have won unless one clan gets, in this case 300pu, as political allies pu are not counted.Please correct me if this is not true.