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  #31  
Old February 2nd, 2005, 03:33 PM
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Default Re: SEIV Risk Mod game on PBW

Currently economics are irrelevant. Ships cost one to build and base empire resource production is 50K. The only facility in the game is a space yard which also acts as a resupply depot. It also takes one turn to build on a new colony, so there is a two one turn lag before you can start prodicing more ships.

According to my memory you got one army per country, and that was the easiest thing to setup with an SE4 mod anyway, so that's what I went with.

I considered the warp points over the planets. The main reason I went with what I did was that I wanted the mod to be useable with randomly generated maps as well as the pre-made risk map, and I knew of no way to make the warp points do that in a randomly generated map.
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  #32  
Old April 5th, 2005, 07:39 PM

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Default Re: SEIV Risk Mod game on PBW

This game has been a blast, thanks for making this mod, Geo.

A couple comments (in the spirit of making the mod "more risk like") --
1) Omnipresent View. I think you were considering this for the next game anyway.
2) Eliminate Supplies. One thing I remember about Risk is building up a giant army and traipsing half-way across the map in one turn. Currently, you have to stop every few systems to colonize and resupply.
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  #33  
Old April 5th, 2005, 08:46 PM
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Default Re: SEIV Risk Mod game on PBW

Quote:
spoon said:
2) Eliminate Supplies. One thing I remember about Risk is building up a giant army and traipsing half-way across the map in one turn. Currently, you have to stop every few systems to colonize and resupply.
I considered this. I decided on supplies because with no supplies you could bypass a planet entirely if it has ships and go off attacking the other players interior. In Risk you can't skip over countries. You have to attack a country to get through it.
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  #34  
Old April 5th, 2005, 10:46 PM
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Default Re: SEIV Risk Mod game on PBW

It would take some work but, if the planet and all warp points were in the same sector, you could still go on a rampage but not bypass defenses?
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  #35  
Old April 6th, 2005, 12:18 AM
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Default Re: SEIV Risk Mod game on PBW

Yes, I considered that as well. It would work for the Risk map, but I wanted the mod to work with randomly generated maps as well.

Besides, I always found that part of Risk to be my least favorite. I prefer playing the game where you could only move one country at a time. It's a fairly popular house rule.
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  #36  
Old April 6th, 2005, 01:56 PM

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Default Re: SEIV Risk Mod game on PBW

Quote:
geoschmo said:
I prefer playing the game where you could only move one country at a time. It's a fairly popular house rule.
Funny, I've never heard of that house rule... sounds like a good idea though.

Another popular house rule that you can kind of duplicate is the one that puts a limit on the number of armies you can have in one country. For SE4 risk, you could just play with a low ship limit, like 100 or something. (I was actually afraid our game was going to be a stalemate for a while there. Fortunately, that seems to have worked itself out. ).

Quote:
Besides, I always found that part of Risk to be my least favorite.
My least favorite was the sheer amount of armies you got later in the game for turning in a set of cards. Though using your house rule certainly would mitigate the problem. (though extend the length of the game, which isn't necessarily a bad thing).
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  #37  
Old April 6th, 2005, 03:14 PM
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Default Re: SEIV Risk Mod game on PBW

Quote:
spoon said:
Quote:
geoschmo said:
I prefer playing the game where you could only move one country at a time. It's a fairly popular house rule.
Funny, I've never heard of that house rule... sounds like a good idea though.
It's been a while, but the specifics were something like, you could attack from a country to any number of neighboring countries, but whatever armies you moved into that counrty when you destroyed the enemy were fixed for that turn. So if you had 20 countries in Great Britain, you could take Iceland and move 10 armies, but then those armies couldn't do anything else that turn. The 10 you left in Great Britain could attack again into Northern Europe on that turn. It definetly slowed the game down. Of course that's not always a good thing for a board game.
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