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[Map} Naval Conquest

KungFuDuet

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[Map] Naval Conquest

A conquest style map, where there are six starting positions (the six castles on the main islands).

Special features:
- no traditional commands.
- Castle auto-deploy +1 (both starting ones and acquirable ones on the one squared islands), and can attack land and bombard sea adjacent to it
- Ocean starts as neutral 1, auto-decay -1, and revert to neutral 1 after it reaches 0.
- Docks can attack the oceans when the wood chopper (axe) is taken, and auto-deploy +1 on dock when wood chopper (axe) is held.
- Windmill +1, then +1 for every field on the same island (regions without buildings) which are deploy-able.
- land can attack adjacent land, but not ocean (apart from docks)
- Ocean can attack ocean and land.
- trees and mountains are impassables
- Open field present within a hex = land region.
- otherwise sea (which means if there is a sea and a bunch of trees, it is a sea region. but if it has a strip of land/coast accessable, it is land region.

A rough draft below:
attachment.php


The East and west side links, and the north and south also links.

Thoughts?

(It will look nothing like this as the development goes on... just looking for comments on the GP)

P.S - it does sound complicated, doesn't it?
 
Last edited:

Shepherd

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quick two cents: love the idea of a hex map, but would love it even more if it were simplified. It would be interesting to start with a plain land mass in hexes, and take suggestions as to what to add. Teraforming!

Hex_grid.jpg
 

WidowMakers

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FYI, that last HUGE hex map I did was not received that well by too many players.
Remember that
 

Shepherd

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There have been generations of hex grid board games, from the Avalon Hill classic up to Settlers, so I suspect there would be an audience for something like this. Down the road I can see us churning out a series of hex grid maps, but I would suggest that the first one out of the gate be simpler. This map is quite busy even in this initial stage, with my biggest concern being the combined use of land and sea; allowing sea regions to attack land regions really opens things up, and not in a good way. There's no place to hide or build on this map.

And Wids is right - it doesn't need to be huge to be good. The hex grid gives us a unique feature to begin with, we don't need to pile on.

Like I said in my other post, it would be fun to collaboratively start with a blank canvas - land only would be simpler - and think about what we want. An impassable river? Forest? Mountain range? Cities or castles? Traditional commands, or just give bonuses for resources?
 
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