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Increasing Continent Bonuses Option

PostPosted: Mon Sep 08, 2008 12:35 pm
by OliverFA
Important: I changed the proposal after feedback to include ALL bonuses (continents+territories) and not only continents

Increasing Bonuses Option

Concise description:
Add a new option when starting a game: Bonuses increase.

  • No bonus increase
  • Slow increase
  • Medium increase
  • Fast increase

Specifics:
The no bonus increase option has the same gameplay as now.

For the other options it affects the continents and territories bonuses.

Continents
The continent bonus is increased by a percentage each turn that a player keeps that continent, acting as sort of reward. The actual percentages would have to be discussed. But for the example let's take a 25% percentage (which souds to me like medium increase). In classic map, if a player conquered Australia, he would get the following bonuses from the continent at the start of turn:
  • The turn after capturing Australia: 2*100%=2
  • 2nd turn: 2*125%=2
  • 3rd turn: 2*150%=3
  • 4th turn: 2*175%=3
  • 5th turn: 2*200%=4
  • 6th turn: 2*225%=4
  • 7th turn: 2*250%=5

and so on.

If a territory of the continent is conquered by another player, bonus are reset and the count beging again.

Territories
Each territory provides 0,33 bonuses. This bonus would also be affected by this setting. Using the same example:

  • The turn after capturing the continent: 0.33*100%=0.33
  • 2nd turn: 0.33*125%=0.41
  • 3rd turn: 0.33*150%=0.50
  • 4th turn: 0.33*175%=0.58
  • 5th turn: 0.33*200%=0.66
  • 6th turn: 0.33*225%=0.74
  • 7th turn: 0.33*250%=0.82

The territories bonuses would be the sum of all the bonuses for each territory rounding down.

If the territory is conquered by another player, it's bonus is reseat again to 0.33.

This will improve the following aspects of the site:
  • Increased importance of continent bonuses, holding then and breaking them. An Australia kept for many turns could give as many armies as a recently conquered Africa, or even more.
  • Increased importance of territorial bonuses and of holding an empire as opposed to just creating big armies.
  • More strategic options and more strategy layers.

Additional aspects added on 9th Sep:

  • Continent bonuses would mean something in escalating games. The card set would grow, but so would do the continent bonus, staying in par with the card sets.
  • Situations in which a player has the majority of the board would be more interesting, as the bonus does not only depend on the continents held, but also on how many turns they have been held. The player with the less continents could have a similar reinforcements production as the player with more territories.
  • Would encourage attacking to break continent bonuses, as the reward for breaking a continent would be preventing the opponent not only from the continent bonus for next turn, but also reseating the bonus to zero.

Re: Increasing Continent Bonuses Option

PostPosted: Mon Sep 08, 2008 7:32 pm
by The Neon Peon
Australia held for many turns does give more than a recently conquered africa since it has been held for many turns.

This seems unnecessary, there are game types (like no cards) that focus entirely on continent bonuses (and territory). And this forces everyone to use one strategy, though you may be good at it, some people might be better at getting a large area of the map, and getting way more than other people through territory (much harder to break than continent).

Re: Increasing Continent Bonuses Option

PostPosted: Mon Sep 08, 2008 8:26 pm
by FabledIntegral
This would ruin no cards - and make Australia even more ridiculous than it already is. Bad bad idea.

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 4:48 am
by OliverFA
The Neon Peon wrote:Australia held for many turns does give more than a recently conquered africa since it has been held for many turns.

This seems unnecessary, there are game types (like no cards) that focus entirely on continent bonuses (and territory). And this forces everyone to use one strategy, though you may be good at it, some people might be better at getting a large area of the map, and getting way more than other people through territory (much harder to break than continent).


Maybe it could be applied to any bonuses, not only to continent bonuses.

In a normal game, each territory provides 0,33 reinforcements. This bonus could also increase for each turn that you kept that particular territory.

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 11:45 am
by Diamonds14
Its a decent idea.. i might use it for some maps.. but if it is an option like cards are options and it is easy to implement.. then i say why not.. it adds more variety and game types to CC. Its different. I would like to see this go through..

Diamonds.

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 12:15 pm
by OliverFA
Diamonds14 wrote:Its a decent idea.. i might use it for some maps.. but if it is an option like cards are options and it is easy to implement.. then i say why not.. it adds more variety and game types to CC. Its different. I would like to see this go through..

Diamonds.


Is good to see a positive comment for a change ;-)

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 12:20 pm
by Kotaro
This isn't really a horrible idea, as some seem to think it is. If you don't like it, it's an option, and you simply don't play in games with it or choose it when making yours. Since it's an option and not a forced idea, I completely agree with it; it's new, interesting, innovative, and would make some people rethink strategies.

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 12:53 pm
by Stroop
Building up to keep the bonus safe becomes very important, as it could provide a huge amount of armies, so wouldn't this make for a lot more stalemates, with everyone afraid to move?

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 1:17 pm
by OliverFA
Stroop wrote:Building up to keep the bonus safe becomes very important, as it could provide a huge amount of armies, so wouldn't this make for a lot more stalemates, with everyone afraid to move?


Or encourage attacks to break bonuses, because the effects of breaking a continent would be more important than in a game without this option.

If player A manages to break player B continent, player B not only loses the continent for the next turn, but also loses all the acumulated bonus he might have. Even if player B manages to retake the continent, the bonus will be gone. For that reason, is in player A best interest to attack and break the continent. So important that he might be willing to take higher risks due to the higher payoff.

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 1:21 pm
by Stroop
That would work for two players, but player A would be weakening himself and leaving himself open to an attack from player C, if present. It's the same story as with the current stalemates, but they'll occur earlier in the game and they'll be much harder to break.

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 3:05 pm
by OliverFA
Stroop wrote:That would work for two players, but player A would be weakening himself and leaving himself open to an attack from player C, if present. It's the same story as with the current stalemates, but they'll occur earlier in the game and they'll be much harder to break.


Well, I think we should look at it in a different way.

With the current rules (equivalent to no bonus choice) when a player breaks a continent, he wants to take as many territories as possible to make more difficult for the player B to regain the continent.

With bonuses that increase over time it would not be needed, as it would be enough to take a single territory of the continent to break the additional bonuses. Player A would weak himself, but not as much as he would do with no increasing bonuses.

Also, it is logical to assume that different players would have kept different continents for different times. Maybe player A held Australia for 10 turns, but player B only held North America for 3 turns. So with different players in different phases of their bonuses, stalemates are less likely.

Re: Increasing Continent Bonuses Option

PostPosted: Tue Sep 09, 2008 3:10 pm
by OliverFA
Completed the first post with additional aspects.

Re: Increasing Continent Bonuses Option

PostPosted: Thu Sep 11, 2008 1:37 pm
by Androidz
OliverFA wrote:
The Neon Peon wrote:Australia held for many turns does give more than a recently conquered africa since it has been held for many turns.

This seems unnecessary, there are game types (like no cards) that focus entirely on continent bonuses (and territory). And this forces everyone to use one strategy, though you may be good at it, some people might be better at getting a large area of the map, and getting way more than other people through territory (much harder to break than continent).


Maybe it could be applied to any bonuses, not only to continent bonuses.

In a normal game, each territory provides 0,33 reinforcements. This bonus could also increase for each turn that you kept that particular territory.


add this to the first post aswell. The reinforments is imporant.

I like the sug.

Re: Increasing Continent Bonuses Option

PostPosted: Thu Sep 11, 2008 2:36 pm
by OliverFA
Androidz wrote:add this to the first post aswell. The reinforments is imporant.

I like the sug.


Updated the first post. Thanks for the suggestion.

Re: Increasing Continent Bonuses Option

PostPosted: Thu Sep 11, 2008 2:52 pm
by Androidz
OliverFA wrote:
Androidz wrote:add this to the first post aswell. The reinforments is imporant.

I like the sug.


Updated the first post. Thanks for the suggestion.


np

Re: Increasing Continent Bonuses Option

PostPosted: Thu Sep 11, 2008 3:28 pm
by Stroop
OliverFA wrote:
Stroop wrote:That would work for two players, but player A would be weakening himself and leaving himself open to an attack from player C, if present. It's the same story as with the current stalemates, but they'll occur earlier in the game and they'll be much harder to break.


Well, I think we should look at it in a different way.

With the current rules (equivalent to no bonus choice) when a player breaks a continent, he wants to take as many territories as possible to make more difficult for the player B to regain the continent.

With bonuses that increase over time it would not be needed, as it would be enough to take a single territory of the continent to break the additional bonuses. Player A would weak himself, but not as much as he would do with no increasing bonuses.

Also, it is logical to assume that different players would have kept different continents for different times. Maybe player A held Australia for 10 turns, but player B only held North America for 3 turns. So with different players in different phases of their bonuses, stalemates are less likely.


Seems logical, though I disagree with your first statement, but that's beside the point.

It could very well prove a fine addition to CC, but I wonder if it'd be easy to implement.

Re: Increasing Continent Bonuses Option

PostPosted: Thu Sep 11, 2008 4:34 pm
by imcooler
so basically whoever gets a continent first wins? This would make it virtually impossible (harder than it already is) to beat some one who holds australia. so if you are dropped with more countries in australia or south america you win.

Re: Increasing Continent Bonuses Option

PostPosted: Thu Sep 11, 2008 4:59 pm
by OliverFA
imcooler wrote:so basically whoever gets a continent first wins? This would make it virtually impossible (harder than it already is) to beat some one who holds australia. so if you are dropped with more countries in australia or south america you win.


Remember that territory bonuses also increase over time. So it is not about keeping continents. Is about keeping any territory.