Basically it’s an Colonialism risk.
- The kids choose an ocean-adjacent colony to invade and flip a hex over.
- They lose a set number of soldiers for each hex based off the historical resistance to Colonialism in that area.
- If they have any soldiers left, they keep that area.
- They kids then read a vignette of what actually happened there.
- Each territory they control adds troops per turn and money per turn (I used to have a system of six raw materials / luxuries with set bonuses, but threw that out. It might work on computer though).
- Many squares have special maluses or bonuses. Take an extra turn, lose gold, lose a percentage of troops kind of thing. I could convert them into basic soldier cost.
- At the start of each turn, they get money added to the bank, and get to distribute their troops.
- They can move any stack independently, as long as they leave one behind to take control.
- After a set number of turns, they can attack each other. In that case, they lose one troop per each of the enemy’s troops, and the one with troops left over takes the territory. (I thought about having a railroad system that would lead to a sort of stalemated fighting, but never implemented it. It’s too hard on the kids.)
- The game ends three turns after the last piece of land has been taken over.
(I had achievements written for it, but scrapped those too, as too much.)
I have a massive homemade map of Africa with 58 hexes. I would like to do it on HTML for the following reasons:
- It’s an enormous pain to set up. It takes me 10 minutes, and I made it. Flipping hexes also takes time.
- We use chromebook carts and the county will block some games.
- Computers could take care of all of the math for the kids and enforce rules, leading to faster play.
- I might be able to get the luxuries system working again. It works far better than just gold.
- I’d like to be able to load extra images for the vignettes, and force them to be unskippable.
[Edit - What I’m saying here is that I have a game designed, researched, and playtested. It is hotseat multiplayer. No AI, no networking, no unit types, if I get rid of hex-effects, then no special exceptions. I have most of the art made up as pngs (which I’m sure is a problem). So, I know I’m avoiding a lot of design problems: little scope creep, not reaching for the impossible. But I have no idea how you would enforce something like turn taking.
Assume a compsci 102 level programming. I know data types, how to use variables, and have an idea of function calls and recursion. My biggest problems are a lack of education in this sort of thing, and a lack of time, a lack of tutorials. Most tutorials are platformers, shmups, or pong.]