"Bad-Ass" 4 Nation FFA
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@general_zod Where can I download the mod?
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Your suggestion for Northern South America . It reminds me of the capital location that I was considering for a 5th major power. I was considering Panama, but it looked like too good a location for them. From there, North and South American VC would be extremely difficult to successfully invade and hold for one turn. Maybe for a total victory, victory condition. Or with a complete VC location overhaul, it could work out well. Then I looked to Peru. but it was just a bit to close to British capital. Splitting sz25 and possibly sz21 into 2 sz each would allow it. This would give Japan immediate competition in Pacific too.
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Its still a work in progress, I have to add the text to politics buttons, descriptions, success, failure, etc..
But its fully functional.
(this link is old, see top of page for newest link) https://www.sendspace.com/file/t8eu9h
I will upload to triplea soon too.
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@general_zod after reading some of it I gotta say its a good concept and would be included in my to-do maps/mods!
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@captain-crunch
Nice. The game is very intuitive which makes the learning curve relatively low. But at same time you will discover that to be victorious is very challenging. The best one tip that I can probably offer, is to select the 10 victory cities as soon as possible. To hold 6 or 7 will be easy, the trick is in holding the remaining 3 to 4. Hope you enjoy it. -
@general_zod Here's another idea to add. Since some of the canals are hypothetical and others are not ideal for the way the map is drawn.

This may help new players visualize some of the blocking zones.
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@Hepps
Your image still not uploaded, so I can't respond to it yet.But another area that could use a new, more prominent, yet unobtrusive image is the Victory City. If you have any ideas, for this, I'd love to see them.
Victory Cities are arguably the most important locations to spot.
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@general_zod Another nice touch might be adding notifications for players once a nation is at 8 Victory Cities. As a warning.
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Here is a example of how the optional "Risk style setup" may look like before the bid, with 8PUs rules.
Complete rules details are in game notes. But basicly it goes like so.
• 1) Before the bid phase begins, each nation picks 8 PUs worth of orange territories, one territory at a time and in following order until done, New Britain, Germany, Japan, Russia.
• 2) Players can pick any combination of orange territories to equal 8 PUs, (e.g. eight 1 PUs ters or two 4 PUs ters). If picking more valuable territories, it will complete your nations picks sooner, while others continue in order til they reach 8 PUs worth.
• 3) Each newly picked orange territory, will recieve a number of free infantry which will be equal to the territory value and the free infantry must go in their corresponding territories only. Each nation will end up with 8 free infantry placed in the corresponding 8 PUs worth of new territories.

This really can accelerate the empire building phase by a few rounds. So more experienced players can get to the action quicker. I hope, I figure out how to code it into game, instead of using edit mode.
Btw, this setup can work, even if all the orange territories are picked, which is 24PUs advance for each nation. This can potentially launch game straight into the strategic posturing phase. Ideally I would like it selectable, if ever engine supported. Similar to how bid amount is selectable currently.
Could be range 0-24. (as long as divisible by 4) I need a good name for it. I'm not quite satisfied with what I'm calling it now.
Oh, almost forgot. These territory selections, in itself could make or break a game. They can be very strategically critical in the end. So choose wisely.
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Yeah, that could be helpful.
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If I do the notification for warning. I might as well include engine supported notification for victory too. But as an optional setup. So it won't pop up if some are playing some custom victory conditions.
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I'm pondering the recent engine supported diplomatic actions which I added. The Mutual Defense Treaties are cool and all. But they do have potential to really increase the length of the game.
I did include a setup option to disable Mutual Defense Treaties only, while keeping all the other functionality of diplomacy in place.
It's called "Enable Advanced Bad-Ass FFA Diplomacy", deselect to not use Mutual Defense Treaties.
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image upload test.

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@general_zod Why that is not your Avatar? I shall never know.
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@hepps It is kinda cool.

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Yeah, I like that. Nice idea.
The end that signifies what territory needs to be held can even be bigger.
You know what might look cool too, a chain link. But that's probably too much work.
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@general_zod LMAO... I feel like that is a taunt. Like saying it is to much work will prompt me to do it.... which it totally will.
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@hepps
Haha, I was just throwing more ideas out there. I am definitely happy with the style in your sample and the idea in general. I have no doubt you can create a chain link style too. You are after all, the resident graphics guru. But no pressure. Thanks again. -
Something like this?
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Yes, that looks cool. You are the man! thank You.
The Malaca Straits canal restriction. Can change the color of the chain to signify, it is permanently closed to all naval and air.
Maybe not change color of the chain itself , but the outline.
Both versions are cool!
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