Number of players: 2-8
Number of terits: 85 (many start neutral)
Special features: neutrals, negative bonuses, bombard, one way attacks, ranged attacks, wining condition, etc.
Map developer: Art/Concept by DiM and XML by Victor Sullivan
Badges:






[spoiler=Map Instructions]Starting Positions:
- Each player starts with either a Human Base (Home symbol) or an Alien Base (Alien symbol). The Nuke Silos, DNA Labs, and techs start neutral. The rest is dealt out.
- Nuke Silos and DNA Labs start neutral 3.
- The first row of each tech level starts neutral 2.
- The second row of each tech level starts neutral 3.
- The bases are underlying neutral 5's.
- Human Bases can attack one way any terit it borders on the map plus both ways the first row of Human Tech 1.
- Alien Bases can attack one way any terit it borders on the map plus both ways the first row of Alien Tech 1.
- Nuclear Silos can attack any terit it borders on the map plus the first row of Human Tech 2.
- DNA labs can attack any terit it borders on the map plus the first row of Alien Tech 2.
- Tech 1 2nd row can bombard any non-important terit (any region on the world map that does not have a symbol/is not a Nuke Silo, DNA Lab, Human or Alien Base) on the map.
- Human Tech 2 2nd row can bombard any DNA Lab and one-way attack Human Tech 3 1st row.
- Alien Tech 2 2nd row can bombard any Nuke Silo and one-way attack Alien Tech 3 1st row.
- Human Tech 3 1st row can bombard any Alien Base.
- Alien Tech 3 1st row can bombard any Human Base.
- Hold the entire last row of Tech Level 3 on either the Human or Alien side.
- Hold all DNA Labs and one Alien Base.
- Hold all Nuclear Silos and one Human Base.
- If one does not hold at least one base (Human or Alien), he is eliminated.
- Alien/Human Bases autodeploy +2
- Nuke Silos autodeploy +1
- DNA Labs autodeploy +1
- Tech "pairs" yield +2:
- H1.1 + H1.4 = +2
- H1.2 + H1.5 = +2
- H1.3 + H1.6 = +2
- A1.1 + A1.4 = +2
- A1.2 + A1.5 = +2
- A1.3 + A1.6 = +2
- H2.1 + H2.4 = +2
- H2.2 + H2.5 = +2
- H2.3 + H2.6 = +2
- A2.1 + A2.4 = +2
- A2.2 + A2.5 = +2
- A2.3 + A2.6 = +2
Graphic guide:
[bigimg]http://i1025.photobucket.com/albums/y311/Victor_Sullivan/Slide1-24.png[/bigimg]
FINAL VERSION
XML: http://www.fileden.com/files/2010/12/18/3040650//AllYourBaseAreBelongToUs2.xml
small:http://img17.imageshack.us/img17/3373/allyourbasearebelongtoun.png
[bigimg]http://img17.imageshack.us/img17/3373/allyourbasearebelongtoun.png[/bigimg]
large:http://img267.imageshack.us/img267/6838/allyourbasearebelongtou.png
[bigimg]http://img267.imageshack.us/img267/6838/allyourbasearebelongtou.png[/bigimg]
[spoiler=tests]tests:
small 88

small 888

large 88

large 888
[/spoiler][spoiler=V15]V15:
*reworded the losing condition
*corrected the 1-way attack arrow from sp-1 to sp-4 and changed the label on it too.
*added arrow from as-6 to au-2
*increased visibility of the green/blue arrows in the legend.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V15.jpg[/bigimg][/spoiler]
[spoiler=V14]V14:
*deleted the NA-4 -- PA-2 connection, and added connections NA-1 -- NA-2 and NA-2 -- PA-2.
*changed the one way arrows on the map.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V14.jpg[/bigimg][/spoiler]
[spoiler=V13]V13:
*renamed "non-important" terits to "civilian zones"
*coloured the terit names on the map
*coloured text in the legend
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V13.jpg[/bigimg][/spoiler]
[spoiler=V12]V12:
*instead of adding the "OR" that marshal suggested i preferred to clearly delimit the objectives. they should be perfectly clear now.
*added another terit at the North Pole called NP-4 near the old NP-4 which is now called NP-5.
*also tweaked the connections in that area and now NP-5 (ex-NP-4) has more connections and it's no longer secluded.
*added a blue-ish tint to the arrows. (to be honest i'm not too fond of any of the connections so i'll probably scratch everything at a later point and redraw them. but for gameplay assessing purposes i think they're ok.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V12.jpg[/bigimg][/spoiler]
[spoiler=V11]V11:
*increased the size
*made some more connections on the map, however i did not make all the connections requested because frankly i do not want every single base to be the same. i want some to be better and some worse. not by much, but just enough to make people adapt and think of different strategies each time they play. if i make everything perfectly balanced then i'm sure some of the flavour of the map will be reduced.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V11.jpg[/bigimg][/spoiler]
[spoiler=V10]V10:
*changed all tech names according to the feedback
*made some tweaks to the arrows to make them more visible
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V10.jpg[/bigimg][/spoiler]
[spoiler=V9]V9
*changed all text to 90% opacity as requested
*changed the base bonus to +2
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V9-1.jpg[/bigimg][/spoiler]
[spoiler=V8]V8:
*improved legibility
*changed bits and parts of the legends
*added arrows on the map for the 1-way attacks of the bases.
*various other gfx details.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V8.jpg[/bigimg][/spoiler]
[spoiler=V7]V7.1
fixed the objective mistake in the legend
made new connections and moved around some terits.
typos
i need feedback on the following:
1. terits and connections
2. tech names
3. should i leave the autodeployed bonuses or make them in-hand?
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V7-2.jpg[/bigimg][/spoiler]
[spoiler=V6]V6:
lots of text smoothed.
added boxes to better represent the bonuses
colour coded the legend
changed neutral values and bonuses
some typos
moved around some text
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V6.jpg[/bigimg][/spoiler]
[spoiler=V5]V5:
added a 4th column to each tech tree
increased font size in some places
rearranged the bottom legend to better fit the explanations
changed the text to reflect the addition of a 4th tech column
the flames light the surroundings
the world display has a new texture
moved the flames towards the sides a bit to make room for a bigger central legend
added some graphic touches to the top legend boxes as well as the bottom one (some cuts in the frame and some wires)
placed some rivets
added sully's name on the map
there might be other stuff that i changed and forgot to mention.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V5.jpg[/bigimg][/spoiler]
[spoiler=V4]V4:
improved text readability
better spaced legend
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V4.jpg[/bigimg][/spoiler]
[spoiler=V3]V3.
added neutrals
finalized the legend and included all attack rules and all bonuses.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V3.jpg[/bigimg][/spoiler]
[spoiler=V2]V2:
added more legend space,
and lots of text
and more terits on the map
improved visibility of the title
muted the texture of the earth to make the connections more visible.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtousL-V2-3.jpg[/bigimg][/spoiler]
[spoiler=V1]movement and attacks:
Each player will start with either a Human Base (Home symbol) or an Alien Base (Alien symbol) and some random non-important terits.
Human base can attack one way any terit it borders on the map plus both ways the first row of Human Tech 1 (i'm still not sure about the one way)
Alien base can attack one way any terit it borders on the map plus both ways the first row of Alien Tech 1 (i'm still not sure about the one way)
Nuke silo can attack any terit it borders on the map plus the first row of Human Tech 2
DNA lab can attack any terit it borders on the map plus the first row of Alien Tech 2
Tech 1 2nd row can bombard any non-umportant terit on the map
Human Tech 2 2nd row can bombard DNA Labs
Alien Tech 2 2nd row can bombard Nuke Silos
Human Tech 3 1st row can bombard any alien base
Alien Tech 3 1st row can bombard any human base
Human Tech 3 2nd row and Alien Tech 3 2nd row are only used for the objective.
for each race to get to the level 3 tech they must also master the tech of the opponent. for example if i start as a human base i must get to the second row of human tech 2 and i must also get to the second row of alien tech 2. but i'm not sure if this is possible with the current xml.
if it's not i'll have to find another way of getting to tech lvl 3.
winning conditions:
i have several ideas here but i'm not sure which one can be done. also i plan on making the map in such a way that it's impossible to eliminate a player and one can only wi by completing an objective. also it would be great if several objectives could be used and one could complete any of them,
1. hold the whole tech 3 for any race - this should be possible
2. take all alien labs if you started as a human base or all human silos if you started as an alien
3. hold all nukes if you started as a human or hold all labs if you started as an alien
losing conditions:
lose your base and you're gone.
Bonuses:
Alien/Human Base autodeploy +3
Nuke autodeploy +1
DNA autodeploy +1
HT1.1+HT1.4 = +2
HT1.2+HT1.5 = +2
HT1.3+HT1.6 = +2
(same for alien tech tree)
HT2.1+HT2.4=+3
HT2.2+HT2.5=+3
HT2.3+HT2.6=+3
(same for alien tech tree)
as usual suggestions about anything are welcome. feel free to suggest new bonuses or connections, even losing/winning conditions. everything is debatable.
V1.
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/allyourbasearebelongtous.jpg[/bigimg][/spoiler]

I suppose that works, though I feel you could tie these bonuses with the whole resource concept like I mentioned before. Right now the techs seem rather...abstract. What are they? Think of R&C - each tech actually is called something, like it's (a) legitimate research/technology.
