I'm excited to announce that I'll be hosting the next, newest, Global Domination
In this third version of the game, originally brought to these forums by @Aluce, you try to control as many territories as you can and in the end gain Global Domination.
Here you can find the previous games;
GD1 : http://forum.kingoft...bal +domination
GD2 : http://forum.kingoft...-domination-ii/
Now it's time again to move out of your dark dungeons and control the world.
Or at least try to control it..
In Global Domination; Tides of war all base-rules from previous game are used with a couple different/new rules.
New rules are regarding the new stash (which is less powerful), more constructs, trading and the new Tidal system.
The tides will divide the map in to 3 different continents but also make them 1 big continent.
For those who like to name a continent to themselves; the 3 continents at high tide can be named whatever you wish (if you control them)
This tidal system also brings some new stuff in the game like certain constructs, a new stash item and maybe some new tactics for the master tacticians among you.
Here are the rules, be sure you understand 'em when you decide to join the game .
-- Before the start of the first Turn, nobody occupies any land. There are only empty lands, indicated in white on the map.
-- Players may join the game by posting here and mentioning their preferred starting location. This is one unoccupied territory of choice, so long as it does not border directly against another player's starting location.
-- When starting, each player automatically obtains a Headquarter which will be placed at their starting location. In addition, each player begins with 6 ordinary troops to begin.
-- Until the game starts, players are allowed to change their mind about their starting position. However, when the first turn starts in which they are present, the position and the HQ are fixed.
-- This version of the game is intended for max 7 players. But this might depend on what starting locations you choose. The game will not start before I feel there're enough players, and no more players can join afterwards, unless there's still place or a lot of players want to join..
-- When the game starts the tides will be high (explained later)
-- Every player can choose 2 different stash Items to start with when he/she joined the game. I recommend you do this in private and not in public. (More on this subject later)
2. TURNS (MOVEMENT)
This part is identical to previous games
-- Players can send me orders each turn. All orders from all players will be executed simultaneously!
-- Send me all your orders (except the wish to join the game) strictly in private! They are a secret, until they are executed. When the turn is processed, I will post all orders and the development of the board. Of course, please do speculate and discuss in this thread, form alliances, and more. You may even post your orders here, but I won't accept them; I only accept orders sent to me privately (in PM here or on Telegram (@ZelevenZ11)).
-- A turn will last at most 3 days. That is, if there is a player whom I haven't received orders from yet, I will wait until 3 days since the last turn. After that, the game will continue. However, if every participant has already given orders, I may start the next turn early to speed up the game a bit.
-- An order will consist of a series of movements from players. A turn consists of the following:
Part 1. Each player will obtain new armies. The total amount of new armies is equal to the amount of territories owned, divided by 3, rounded down, and with a bonus of 1, but with a minimum of 3 armies per turn (much like in ordinary Risk). For example, if you have 7 lands, you will get 3 troops, but if you have 9 lands, you will get 4, and if you have 16 lands you will get 6. These armies will spawn in Headquarters that the player controls. If a player controls more than one Headquarter, he may distribute them at will over them. If no distribution is specified, I will assume all armies spawn at the player's longest controlled HQ (usually the starting position). If the player controls no HQ, then the troops can spawn in a territory that the player controls the longest. If a player controls no territories, he will gain no new troops.
Part 2. Each player may move their units. There are three types of movements:
A: (Expansion) you may move units from a territory you control to a neighbouring territory you don't control. Hereby you make it your territory. If another player controls it, or tries to move into it at the same time as you, a battle starts! This process is described below.
B: (Distribution) You may move units from Headquarters to any connected territories you control freely.
C: (Relocation) You may move any amount of units from one (non-Headquarter) territory to one other territory that you already controlled at the start of the turn, of course as long as origin and target territories are connected in some way by territories that you control.
During the whole movement process, each territory you control must have at least one army in it at all times.
You may issue these commands in any order, but the reposition may only occur once per turn. If you forget to give any orders during a turn, then no armies will be moved, and you will obtain your new armies at the Headquarter you have under control the longest (so usually your starting position).
NOTE: You may move as many units to as many locations as you wish within one turn! There is no limit to the amount of orders you send me. As long as there is only one relocation order at most.
NOTE: When sending me your orders, it is sufficient to simply specify army count, origin territory and target territory. No need to specify movement type. If the movement is not allowed for some reason, I will tell you why.
NOTE: All movements which do not cause battles are performed before any battle takes place. (This rule may influence battle outcomes!)
NOTE: If there is a chain of invasions (e.g. one player moves from A to B, another from B to C, and another from C to D) then the chain is processed in reverse order from D to A. So, the attack from C to D comes first. This order is consistent with the case where the move from C to D was not an invasion but just an expansion.
NOTE: In case of a closed loop (one player moves from A to B, another from B to C, and another from C to A) then whoever sent me their movements first wins the tie-breaker and his moves are executed first. From there on, the loop is processed in reverse order like in the above rule. (Note that coming in first with the moves does not necessarily mean it is beneficial, or not, so it is really just a way to make sure the game is deterministic.)
NOTE: If two territories attack each other, it will be considered a skirmish and both players will lose an equal amount of troops. If one party has remaining troops that he wished to attack with, then his invasion will continue on after the skirmish finishes.
NOTE: Moves that don't cause a battle are always performed before battles. So, if a player moves 9 out of 10 units from A to an empty territory B, and another player comes setting in with 6 armies from C to attack A, then there will only be 1 defender left, and territory A will be overtaken.
NOTE: You may continue expanding from a territory you expanded to this turn (so, you may expand two territories "deep" within one turn). However, if the first expansion does not succeed (due to a skirmish leading to failure) then the order for further expansion will be ignored.
This part is identical to previous games
As specified above, a battle may occur if two or more players try to occupy the same territory in one turn. There are two possible scenarios:
A: (Skirmish) At least two players attempt to move into the same unoccupied territory: Whoever is moving the most armies wins the battle, and occupies the territory. The losing player(s) lose all the armies that they attempted to move into the territory. The winning player loses an amount of armies equal to the maximum of what the other player(s) lost (so it's a 1:1 ratio). If there is a tie for the winner, then all tied players lose all their armies and the territory remains unoccupied!
B: (Invasion) One player attempts to invade a territory occupied by another player: Since the territory is already occupied, the player who controls it is automatically able to defend their position. As long as the attacker has at least 3 troops and the defender has 2 troops, then the attacker loses 3 for each 2 troops defeated (so a 3:2 ratio). If either the amount of attacking or defending troops is lower, then both armies lose equal amount of troops until at least one of them is completely eliminated. In case of a tie, both armies are completely defeated and the territory becomes neutral. Examples of attacks:
att. def. results
1 1 both lose their troop
2 1 attacker has 1 troop remaining and occupies the new territory
3 1 attacker has 2 troops remaining
2 2 both lose all troops
3 2 both lose all troops
4 2 3:2 subtracted first; attacker wins with 1 troop remaining
5 2 3:2 subtracted first; attacker wins with 2 troops remaining
5 3 3:2 subtracted first, leaves 2v1; attacker wins with 1 troop remaining
20 9 3:2 subtracted four times, leaving 8v1; attacker wins with 7 troops remaining
NOTE: if more than one player attempt to invade another territory, then a battle of type A occurs between these invaders first. After the skirmishis completed, whoever wins (if any) continues to attempt the invasion with however many units he has left. Note that all of this occurs within one turn, so once you attempt to invade, and you happen to be involved in a skirmish first, there is no turning back!
NOTE: A single player may decide to invade a territory from multiple origin territories. In this case, the player's armies will be combined into one prior to the invasion. Therefore, it is possible to eliminate a 1-man army by invading with two 2-man armies, even though neither 2-man army could successfully perform the invasion.
NOTE: If a player is completely eliminated from the game, perhaps he will be able to rejoin eventually. An eliminated player will have a certain cooldown (like 5 turns) before he can make a comeback in a new territory with a new Headquarter. How exactly this will work out, I'm not sure; we'll see if/once the game gets to this point.
Players obtain influence points at the end of each turn (after all orders are executed) by the following rule:
1. Armies: for each 10 armies that you own on the world map, you will gain one influence point.
2. Headquarters: for each Headquarter that you control, you will gain four influence points.
This means that, at the end of the very first turn, when the players spawn, they will immediately get four points. Then, if they save up armies for two turns without losing any (passing the 10 mark) and without losing their HQ they will start getting five points per turn.
3. Missions: To be added later
IP may be used to build certain constructs or force other certain events, and are the main source of scoring, besides map presence.
At the expense of 4 armies stationed in a single territory (converting them to skilled builders) or 20 influence points, you may build a fortress in any territory you control, unless it already contains a construct (fortress, ruin or bivouac).
- A fortress will help you defend your territory. An enemy invading your territory will first have to break into the fortress before being able to kill your troops.
- Breaking through a fortress will cost an enemy invader 2 armies flat. After that, the battle continues as usual.
- When a fortress has been broken through, it becomes a ruin, regardless of whether the invasion was successful. If, however, the attacker attacked with only one troop, of course the fortress will not be ruined.
-When destroyed by Dynamite it becomes a ruin.
Cannot be build and has no advantages.
You can't build anything here neither.
-Ruins provide no defence bonuses, but whoever controls it may rebuild it into a fortress at the expense of 1 army
-Can be completely destroyed by dynamite.
At the expense of 20 influence points (+10 IP for each bivouac you already control), you may construct a bivouac in any territory you control, that is not a Headquarter and contains no other construct (fortress, ruin, bivouac).
- At the end of each turn, a new soldier will be raised to be able to participate in battle. Whoever controls the bivouac in question will gain +1 bonus troop in that territory.
- The unit obtained from a bivouac will be able to be moved and used in the next turn.
- If a bivouac is overtaken by an enemy army, or if the territory that it is in becomes neutral, it is destroyed.
At the expense of 7 Influence Points or 2 armies stationed on a Tidal Flat territory (That has no other constructs already build) you can build a bridge on this territory.
A bridge will mainly serve as a way to interact with other Continents .
-Can only be build on Tidal Flats.
-At high tide, there can only be max. 4 troops on this territory.
-> At no time during a turn there can be more troops.
-> All other troops here are killed by the water.
-A territory with a bridge can be used as a normal territory all troops are free to move on and away from it.
-When destroyed by dynamite and it's high tide, all the troops on the bridge die.
-Having troops on the Bridge at high or low tide counts as controlling the territory
-Can be destroyed with dynamite by the player who controls it
At the expense of 15 Influence Points you can build a raft on a Tidal Flat if it's low tide.
The raft will help you conquer lands at high tide and can be used by the player that controls this territory.
-You cannot move troops from another territory onto the raft at high tide.
-All troops that were here before high tide will survive and can be used by the player (You can move them wherever you want, like the normal rules).
-Having troops on the raft at hight or low tide counts as controlling the territory.
-When destroyed by dynamite at high tide all armies on it are killed.
-A territory at high tide, controlled due to a Raft, doesn't connect territories and can't be used for "Relocation" and "Distribution" movements!
-You can destroy (Delete it from the game) a raft you control at low tide, this will give you 15 influence points back
A new thing in Global Domination; Tides of war are Tidal flats.
Tidal flats are territories that can be submerged; sometimes they're land and sometimes sea.
They are the territories with a dotted line as a border.
These territories are flooded during 2 turns, that means you can't acces them or pass here now.
After being flooded for 2 turns the territories will become normal territories again for 4 turns.
During these 4 turns you can acces them like normal territories.
Hereafter this cycle will repeat;
Important to know is that the changing of tides happens at the start of turns (before any actions by players happened, but after the new troops spawned).
This means that even when the land isn't there yet in turn 2 you will be able to immediately move your armies there in turn 3.
This also means that you have to retreat your armies in turn 6 because otherwise at the start of turn 7 they will get killed immediately.
You cannot build any construct on tidal flats unless it's specified you can.
All armies on a Tidal Flat that is being submerged get killed unless there's a Bridge or Raft.
You can trade with your neighbouring allies.
To do this you have to let me know what you want to send to you partner AND he has to mention in his moves that he wants to receive these, same, things.
You can trade: -Stash -Influence Points -Armies
-Stash will be given from one player to the other and no other players but these two will know it happened.
-Ip is subtracted from one player and added to the other player's ip, to trade ip you don't need to be neighbours.
-Troops can be traded but the troops have to be stationed in a territory next to the other players territory and will go to that neighbouring territory. When troops are traded both trading players have to let know from what territory to which territory they're moved. (These must be the same ofc.)
Note: Territories can't become "uncontrolled" by trading troops. There always has to stay 1 troop on a territory from which you trade!
Trades happen at the very end of the turns.
This means that if borders change it's possible that the deal won't happen.
To trade things both players have to give me the same numbers and items.
But Influence points, different kinds of stash troops are all different trades (even when they happen in the same turn).
Player A: give 10 ip and 1 dynamite to player B
Player B: receive 10 ip and 1 dynamite from player A
Result: Correct, they will successfully trade 10 ip and 1 dynamite
Player A: give 10 ip to player B
Player B: receive 8 ip from player A
Result: Incorrect, nothing will be traded because the numbers weren't the same
Player A: give 1 dynamite and 1 crop supply to player B
Player B: receive 1 crop supply from player A
Result: Partly correct, player B will receive the crop supply but not the dynamite
Player A: give 2 dynamite and 2 crop supply to player B
Player B: receive 2 dynamite and 1 crop supply from player A
Result: Partly correct, player B will receive 2 dynamite but none of the crop supply
Player A: Give 6 troops from territory 11 to territory 12 and 8 troops from territory 18 to territory 21 (territories 12 and 21 are controlled by player B )
Player B: Receive 6 troops from territory 11 at territory 12 and 6 troops from territory 18 at territory 21 (territories 11 and 18 are controlled by player A)
Result: Player B will receive 6 troops at territory 12 but no troops at territory 21
*if a trade isn't successful player A will keep his stuff and player B won't receive any.
*if a trade is successful player A will lose his stuff and player B will receive it
There're multiple "Stash Items".
Stash isn't extremely powerful unless used at the right moment.
They each have there own powers and abilities.
At the start of the game every player starts with two different stash items* (and can gain more stash by missions).
-Dynamite: Destroys a construct by choice (has to be on a territory next to your kingdoms border). Does not kill troops and happens before troops move, after the tides have changed.
-Crop Suply: Employed at the end of your turn (after battle phase and after trading phase), every territory of your own will gain 1 additional troop.
-Pontoon Bridge: Build a bridge having to pay for it. This will serve the same purpose as a normal bridge but you can only build this at a Tidal flat at high tide. This is useful to launch a surprise attack because you can immediately use the bridge after you've build it. This happens before troops move, after tides have changed and before dynamite is used.
-If a dynamite destroys a bridge at high tide and the player threw a dynamite from that bridge/territory both dynamites will be detonated.
-If 2 players throw a dynamite on the same construct the construct is destroyed and both players lose their dynamite.
-If 2 players want to build a pantoon bridge in the same territory, the player who controls the territory (from which he builds it) for the longest time will build it (the other player will keep his pantoon bridge stashed).
If both players control the territory for the same time, both will lose their pantoon bridge but 1 will be build.
*Send me a personal message with the stash you wish to start with
9. MAP AND PLAYERS
A list of all players and their IP (now starting territory)
1.Aluce #24 Dark Red
2.Psycho #3 Dark Grey
3.Oliver #14 Bright Pink
4.Samad #40 Red
5.Coco #19 Green
6.BrewThief #11 Orange
Edited by Z11Zeleven, 28 June 2018 - 08:41 PM.