8 ms·
Our addition was that you do not have to keep units in acquired territory, and each T gains you one unit per turn. in this way, you can keep one army stationed
by classicsnoot 9y ago
Our addition was that you do not have to keep units in acquired territory, and each T gains you one unit per turn. in this way, you can keep one army stationed there free of charge. if you start building up your army, there is a cost to build AND station them. Movement had a cost, so you are motivated to build infrastructure that would reduce this cost. Building a capitol in a T mitigates the cost of storing armies in said T. Capitols were expensive and transferable. Ditto for infrastructure, though not as expensive.
My dreams for the game were to be able to build up scenarios or start from scratch. Each team in Scratch Mode starts with one T, one capitol, and five armies. Certain Ts produce a lot of income (simulating oil, mining value, or agriculture) while other Ts were constant deficits (if they border X+1 other Ts OR if the only had one connection).
I forgot to list the victory conditions: you must control 75% of the economy, territories, or military, or 51% of all three. In my mind, the goal was to form a global coalition and sign a peace treaty (game over... for now...((cue Red Alert HELL MARCH music))) or beat everyone into submission.
We used the Dymaxion Map in our modeling because it was fun and different, but as stated previously, the game was really the Rule Book, so one could conceivably use map, or chess board, or living room with furniture + a ruler/yardstick.