Arheic Wars / Pangea Proxima A&A
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@joseph-prince I made some changes to the naval units, adding a 10 IPC "Escort Carrier" (basically half of a normal Carrier but being more flexible and also more costly). I also gave Transports a roll of 1 on defense but increased their cost, while leaving Submarines the same. Is that a bad idea? I dunno but it allows me to get rid of the rules based around that
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@joseph-prince Giving transports a defense is good. The AI plays better and realistically transports would also have some escorts.
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@joseph-prince It is good that you are providing some background for the game. You should probably have paragraph discussing each power.
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@joseph-prince
I'm finishing the map and am going to start making unit images. Here are some examples from the four southern nations (not indicators of how their gameplay will be, I will make a paragraph for each power eventually)
Preemtive question answering
White outline with the brightly coloured units? That's a contrast disaster...
Don't worry, the black background is there for a reason- I'm going to make the map fairly dark in terms of nation control colours, background relief and the like. It'll give the unit sprites visual pop in the foreground.Hmm, something seems off about all the vehicles apart from the warships...
Because they were modeled in 3D using MagicaVoxel and then exported in 2D. Meanwhile, the ships I traced manually from references, making them a bit cleaner. The infantry was also drawn normally in GIMP.The top left icons are wacky. Especially the cartoonish ones for the warships...
I attempted to be original, because I didn't want to steal everything from Iron War or something. But yeah, the naval icon idea didn't work, so maybe I'll take Iron War's as inspiration, just for the naval units. Suggestions welcome...Y'know what's really off? The infantry are furr- er, anthropomorphic animals.
Don't crimp my very "individual visual style"! I can draw what I want! Besides, a setting with nations named after shapes (legacy worldbuilding) needn't take itself seriously. If it comforts you, foot sloggers die a lot.What about Diamond, Square and Rhombus? The other three quadrilateral nations...
Working on it, I've already finished all the flags. I will send a screenshot right away.
Also, I forgot to include in the OG list, there is a final nation, Trapezoid. It's less a nation and more an unorganized faction of desert nomads, bandits and trade guilds that work together to defend collective borders. I.E, a neutral nation that will constantly, alongside the weather itself, actively punish you as long as you occupy the global central desert. The Trapezoids also occasionally represent other small global non-aligned factions. -
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@jkprince Go with those furry anthropomorphic animals. It is even logical as this scenario involves an alternate history diverging at least 200MYA. Why should there be humans?
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@rogercooper When I really starting properly working on the setting last year and declared my general thematic intents for it in the AC2 discord, most were fine with it except for one dissenter, a good fellow called YARD, who I had worked with previously on his Overhaul Mod for the game.
He called me out for creative bankruptcy and anthropocentrism and said that I should've went with something significantly more alien, that I dip into speculative biology, bringing up the "carcinization" meme.I replied that the ship had sailed, I had never once in working on the setting for the previous two years, considered having the population of the setting be non-humanoids, and that to change it would require throwing a lot of previous content out the window. Then I mentioned a lot of legacy worldbuilding I had previously dropped (immediately disproving my own point)
There was some more carcinization memery and then I gave in, because while I was unwilling to touch the southern polygon nations that had already had their worldbuilding developed extensively, the northern quadrilateral ones had barely been started. And so it goes- here is a typical Squarish infantry soldier.
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PHASES IN EACH TURN
- Combat Move (also includes Diplomacy, which is done with special combat units in a "arena" with various tracks on the right side of the board)
- Conduct Combat (It will still be done with 6-sided dice, it just feels right to me even if it makes for less unit variety)
- Non-Combat (semi-redundant within TripleA system, mostly for landing planes)
- Purchase/Repair and 5. Mobilize New Units (The Arheic Wars setting combines the WW2 period with modern electronics, so digital economic coordination is easier. Also makes it so you don't have to guess what you'll need at the end of a round you're going to play through)
- Collect Income
(will moving Purchase to be right before Mobilization make AI play faster, or will it break AI? Want to know in advance.)
TURN ORDER
Starian Treaty-Aligned Republics (Coalition)
Begins at war, has to press its advantage as hard as possible before Alliance hits back.Circulean Impe-Royal Confederation (Alliance)
First turns will be spent on desperate damage control, use the Triangulic navy till you lose itDiamond Direct Democracy (Neutral)
Will wait many turns to enter the game- acts as a counterbalance to offset Square's "sleeping giant" valueSquare Sectocracy (Neutral)
Will spend the entire game as the epicentre of the main diplomatic tug-of-war, potentially not entering the war at all.Trapezoid Tradeguilds (True Neutral)
Blocks off the middle of the map to make the playable space more of a "donut", makes shortcut attempts costlyTriangulic Thalassocracy (Neutral, Alliance-leaning)
Starts neutral but with its giant navy transferred to Circulean control. Will probably join Alliance within first few turnsRhombic Republic (semi-Alliance)
Starts at war with Staria, won't go to war with Hexagona. Has to unify their subcontinent before they can really fightHexagonan Hegemony (Neutral, Coalition-leaning)
Has powerful special units and economy, also will probably be brought on the Coalition in first few turns.More detailed info on each nation's playstyle is to come... eventually... any day now lol
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@jkprince Purchase before mobilize works fine, I have player a number of scenarios that use it. It is faster than buy/move/fight/place.
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still in progress
I'm going to have the map wrap around, but I now realize the underlying source image, zoom being focused on Pangea Proxima, did not show the logical 3rd Law result of smashing the continents together- that it would create a massive Propen'thasic super-ocean in the empty space.
So this map will have some interesting naval gameplay as well, with the Indii Sea being a cramped and partly dried up danger zone, the spaces above and below the continent being chokepoints, and to the east and west, wide open ocean that streches on for zone after zone with sparse islands breaking it up
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@jkprince Why bother to show Panthalassa (https://en.wikipedia.org/wiki/Panthalassa)? There is no reason to go out there, as any land can be more easily reached by land than by cruising around the world.
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@rogercooper Because the land in between is held by the enemy and defended
Yes, Panthalassa / the Propen'thasic (in-setting name, keep in mind this is Pangea Proxima, the theoretical far future supercontinent, and its accompanying super ocean the Propanthalassic.)
It is very big, which makes it a very long trip, but not impassable. Both sides have to contest the ocean and make it a sort of "no-mans land" to preempt and prevent crossings. -
@jkprince havent been doing much lately, here is some pixelart that might find its way in as unit sprites