MAP:
- 1 fixed “Risk”-style map with 20-30 Regions. I would call this map “Continents”, as it should have sections separated by terrain (mountains/glaciers) or water (oceans/lakes). Effectively, this means that not every region is connected all around it…regions will have 2-3 connecting regions.
- This can be expanded by adding additional maps. For example, Archipelago/Islands, Pangaea, or a different Continent shape.
REGIONS:
- Each Region will be named in a lore-friendly manner.
- Each Region will be associated with a different Battle (skirmish) Map. These may be Planetary Supremacy randomized maps, fixed Skirmish maps, or other base-game Campaign maps, and will show on the main Campaign Map when you select a Region.
- Each Region will also have a different Game Mode associated with the map type. For example, Randomized PS maps would likely be Exterminatus. But Skirmish maps could be either Conquest or Strategic Command. The 4 “Faction Maps” will be reserved for the Capital Territories and be played using Siege. Base-game Campaign maps can also be used with similar win conditions that they had in the original campaign.
- These will all be randomized for each playthrough (except the Capital Maps).
- Each region has a Victory Point value between 1 and 3.
- Each region also has a requisition income which adds to your Requisition Points. Requisition Points are used to purchase new units, fortify controlled territories, upgrade techs, purchase Wargear/Relics, and add additional armies.
- Victory Point values and Requisition Income are not necessarily related (in other words, a region could have a high Victory Point value, but a low Requisition Income…what’s worth more, a higher VP value or a higher Requisition Income?).
- Each Region will have flavor text to introduce it and identify what the Game Mode is.
SCENARIO/WIN CONDITIONS:
- 1 standard win condition (that can be optioned ON or OFF) is to achieve a certain Victory Point level (calculated by adding all of the Victory Point Values in the regions a player/AI controls).
- Another win condition (that can be optioned ON or OFF) is to defeat all the other factions’ Capital regions.
- At the beginning of each Campaign, there are 4 combatants (1 controlled by the player and 3 controlled by the AI).
- Each map (of which there will be 1 of at “release”…”Continents”) will have multiple Scenarios. A scenario consists of fixed starting positions for the 4 factions (selected in the Options: Demons and Mephrit Necrons can be considered a Faction and used here…alternatively, they could be used in a Scenario-specific way as a Neutral force), fixed regions that each faction controls (maybe the whole map is occupied or maybe each faction only occupies 1 region, maybe certain factions occupy more regions than other factions), and a unique Win Condition (in addition to the Victory Point and Capital Win Conditions).
- Victory Point Values and Requisition Income Values for each Region will be randomized for each play through.
- Each Scenario will have flavor text to introduce it and identify what the Win Condition is.
SECONDARY CAMPAIGN GOALS:
- Throughout the Campaign, the player will be presented with various goals or objectives (for example, take 3 regions, or take X region, or defeat the Necrons in a battle), and given a certain number of turns to achieve these goals.
- Upon completing these goals, the player will be rewarded with Requisition Points (one-time bonus), Wargear/Relics, Tech Upgrades, or a Requisition Income bonus (that is permanent and applies to your income).
- These will serve to give the player something to achieve in the short-term alongside their march toward the main win condition.
SECONDARY BATTLE GOALS:
- There will also be randomized Secondary Battle Objectives that can be achieved in Skirmish Battles. Examples include Assassinate the enemy Cmd HQ, Take control of a point and maintain for 3 turns, Control 4 Strat Points for 1 turn, Control the Strat Point in the Enemy Zone, etc.
- Rewards for Secondary Battle Goals are similar to Secondary Campaign Goals.
ARMIES:
- Each Faction will start the Campaign with a number of Armies as laid out in the Scenario. Normally, this will be 1. This is your main Army that you will move around the map. This will normally be 1000 points initially (with options in the setup screen for +/- 100 and +/-250 for both player and AI), but could be different if the Scenario dictates.
- Additionally, each Faction will have Fortifications in each region they control. A Fortification will consist of a certain point value of army. This will normally be 500 points for a normal region/1000 points for your Capital initially (with options in the setup screen for +/- 100 and +/-250 for both player and AI), but could be different if the Scenario dictates.
- Factions can have a maximum of 2 Armies.
- A second Army can be requisitioned for a certain amount of Requisition Points assuming you have enough points and are in control of the appropriate region/improvement. You essentially call down a 2nd Cmd HQ and then must split up your Army into 2, which can then be operated separately.
TURNS:
- Each Turn will consist of 2 parts: The Movement/Fortification Phase, and the Combat Phase.
- In the Movement/Fortification Phase, each faction will have the opportunity to move their Armies, resupply their armies (if they have the appropriate improvement), fortify their controlled regions with additional units, purchase Wargear/Relics (if they have the appropriate improvement), Improve their controlled regions, attack enemy regions (2 armies can’t attack the same region), or add an additional army (up to 2 total).
- Armies can be resupplied (add additional units) at any time using their Requisition Point balance (base cost for units = normal point cost). Armies in the Capital or in an upgraded region do so with no penalty. Other Armies must pay a 10% penalty in Requisition Points.
- Controlled regions may be resupplied at any time using their Requisition Point balance. This is limited to either 100/200/250 points per turn (set in Options). There is a 10% penalty unless the region is upgraded.
- Armies/Units may purchase Wargear/Relics if you have control of an appropriate region. The ability to purchase can be limited by set Options (1/region/game, 1/region/turn, 1/region/faction, etc.).
- You can improve your controlled region to be able to resupply your armies without the 10% penalty, to be able to purchase wargear, to be able to add an additional army, improve movement of your armies, etc.
- You can upgrade your tech with Requisition Points (using the existing tech trees). Alternatively, tech upgrades may be granted as rewards from Secondary Battle or Campaign Goals without having to pay requisition.
- Armies can move up to 1 region/turn. Certain improvements may make it possible to move your Armies further through friendly regions.
- If your Capital is attacked, you have the option to recall one of your Armies, at the cost of 1 unit/region moved through, to use it to supplement your defense. This is optional (if you think your fortification force is enough, you don’t need to do it).
- In the Combat Phase, 2 armies will battle in normal Battlesector fashion for each battle entered in the Movement Phase.
RELICS/WARGEAR:
- These can be earned throughout the game by achieving Secondary Goals. They can also be purchased using Requisition Points, assuming the required improvement is in place.
- These serve to improve base stats (armor, HP, movement, accuracy, ranged stability, etc.) for the unit to which they are attached (unlike Demonic Incursion, they are attached to a single unit instead of the whole army…but they last forever, or until that unit is killed in battle).
- Certain other Relics/Wargear can affect an Army to which it is attached on the Campaign Map (for example, +1 movement).
UNIT VETERANCY:
- At the beginning of each battle, part of the Intro text will identify a certain factor, for which the unit that is the best at meeting this factor will achieve “Veteran” status. For example, it might be the most accurate unit, the unit that does the most damage, the unit that kills the most models, the unit that moves the most squares, the unit that uses the most abilities, etc.
- This could either be randomized for each battle, or fixed for each region (so you would know prior to attacking a region).
- At the conclusion of every battle, 1 unit from the winning faction that best met this goal factor will achieve “Veteran” status.
- As a “Veteran”, their display name will be changed (for example, from Hellblaster Squad to Veteran Hellblaster Squad).
- Additionally, the stat attached to the factor will be enhanced (for example Accuracy +5% or Movement +1), and will remain enhanced until that unit is killed.
- A unit can be enhanced a maximum of 3 times.
WINNING/LOSING BATTLES:
- The winning faction takes control of that region, and thus gains the appropriate number of Victory Points and Requisition Income.
- The losing faction will lose the appropriate number of Victory Points and Requisition Income.
- Winning Armies or Fortified Regions will end the battle with the units that survived the battle.
- Losing Armies or Fortified Regions will end the battle with a force equal in point value to half the initial point value plus the point value of enemies they killed. They will have to withdraw to a touching region. (This isn’t very elegant. I’m not sure the best way to do this. You can’t have them lose their entire force…there needs to be a mechanic to keep the “loser” in the game…especially since this may be the AI most of the time. Really the goal is to keep everyone in the game and not waterfall once your Army is taken out. Definitely will need work.).
LOOKING FORWARD (Ways to Expand and Increase Replayability)
- Add more Campaign Maps
- Add more Battle Maps *
- Add more Scenarios
- Add more Secondary Battle Objectives *
- Add more factions *
- Add more Relics/Wargear
- Add more Game Modes *
- Add more Win Conditions *
- * = Improves Multi-Player Experience also
How I would do Planetary Supremacy
Return to “Planetary Supremacy”
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