Alright, here's my attempt at a simpler rule set for the Risk-style system. I'm writing this to slot into Zim's current rule draft under sections 6(d) and 6(e). Other tweaks will likely be needed to 6(a), (b), and (c) to fix any references in those bits to campaign map movement, but those would be minor.
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(d) - Civil Wars on the Campaign Map: While a Civil War is in progress, all players involved in the Civil War will lose their ability to make any moves on the campaign map. On every game turn, all players involved in the Civil War will submit a PM to Zim, or anyone he chooses, giving movement orders for that turn. These movement orders can include up to a maximum of two of the following orders:
(1) - Gather: The player may gather units he owns that are located in the same province as his avatar, but which are not currently located in his avatar's army. All units specified in this manner will be teleported into the avatar's army.
(2) - Move: The player may move his avatar's army into any adjacent province.
(3) - Defend: The player fortifies his army in a specific province, providing a terrain advantage if a battle occurs in that province before the player moves again.
After the turn ends, Zim will implement all moves for players involved in the Civil War, utilizing the console. The orders will be executed simultaneously for all players, but in the sequence they were listed in the PMs (i.e. Order 1 will be implement for all players, followed by Order 2 for all players). If this movement results in a player entering a province with a hostile AI-controlled army, Zim will determine whether a battle against the AI will occur. Movement will continue in this manner until two hostile player-controlled armies enter the same province. When this occurs, a PvP Battle will begin. All PvP Battles will be considered Meeting Engagements, in which neither side has a terrain advantage, unless one of the armies was Defending the province where the battle occurred. If this happens, the defending army will get a terrain advantage in the following manner: (1) If the province is owned by the Defender, the battle will be a siege assault of the settlement. (2) If the province is not owned by the Defender, the battle map will be chosen such that a terrain advantage, such as a high mountain, fort, or bridge is given to the Defender. The Umpire of the battle will determine the precise nature of the terrain advantage.
(e) - PvP Battles: Whenever a PvP Battle occurs, if both players agree, the battle... (the rest is all the same.)
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Using the above system, people can use a combination of Gather, Move, and Defend orders. You could Gather and then Move, Move and then Gather, Move twice, Move and Defend, Gather and Defend, etc. That provides for a decent amount of strategy, given that you can move into any province. It is also easy to tweak the pace of the war on the fly by changing the word "two" in the first paragraphs to whatever number is deemed appropriate. Issues of conflicts with AI armies are handled by Zim, which avoids having to deal with it now. These rules only apply to civil war participants, so no pausing of the game is necessary and turns will continue as normal for all neutrals until a PvP Battle occurs.
[edit] Just realized this doesn't provide a way for crossing water. I would suggest for simplicity and speed that we ignore the need to get a fleet and sail, etc. Instead, Zim can just determine that certain bodies of water take a certain number of turns to cross. For instance, if you're standing in Normandy and want to cross the English Channel, only 1 move order will be required to make this crossing. However, if you're standing in Provence and want to cross to Sicily, 2 move orders will be required to make this crossing, which might require the person to end the turn at sea.
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