HOTW Turn Counter and Deadline

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Re: HOTW Turn Counter and Deadline

Postby ferdy0 » 21 Feb 2017, 21:34

condude1 wrote:I'm still around BTW.


Your still interested?
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Re: HOTW Turn Counter and Deadline

Postby Subotai45 » 21 Feb 2017, 23:24

Honestly I don't think I can run this because I'm super busy, but I know I can't spend the time running around trying to recruit people.
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Re: HOTW Turn Counter and Deadline

Postby StarWatcher009 » 22 Feb 2017, 00:50

Has anyone ever thought of doing a HOTW on a much smaller map. Say maybe Britain in the 5-11th century. It seems to be that it would be much easier to manage and would require less people to be fun. However, the difficulty of creating it might rule this out. Just a thought.

I played a bit when RSharpe was GMing and really enjoyed it; its sad to see the game dying out.
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Re: HOTW Turn Counter and Deadline

Postby Subotai45 » 22 Feb 2017, 01:44

The game's mechanics are set up for the Industrial Era. We've had ancient Med and 1700 versions on smaller maps but they didn't do nearly as well.
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Re: HOTW Turn Counter and Deadline

Postby dcaibal » 22 Feb 2017, 04:15

But StarWatcher does bring an excellent point.

The concept could be scaled down to some sort of Settlers of Catan-like, but with every resource being strategic and used to sustain units.
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Re: HOTW Turn Counter and Deadline

Postby Subotai45 » 22 Feb 2017, 06:41

I mean, we only really need a UK-Russia-France-Germany, and maybe a US, Austria, and Ottomans. And we can make do without any of the latter three. I think the game can be run fine with a small dedicated crew.

I'd be up for playing a small game set elsewhere but it really wouldn't be HOTW.
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Re: HOTW Turn Counter and Deadline

Postby MinnesotanKaiser » 26 Feb 2017, 05:01

I'm here.
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Re: HOTW Turn Counter and Deadline

Postby ferdy0 » 28 Feb 2017, 11:26

dcaibal wrote:But StarWatcher does bring an excellent point.

The concept could be scaled down to some sort of Settlers of Catan-like, but with every resource being strategic and used to sustain units.


Thats what I was orriginally thinking but everyone was against killing industry.
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Re: HOTW Turn Counter and Deadline

Postby Subotai45 » 28 Feb 2017, 21:15

Because industry is great.

The game had this great economic system that made you balance colonization and industry so that you could continuously expand instead of just trying to gobble up a lot of land at first and made you pace yourself.

And you couldn't just turtle and industry or you'd end up like Spain or Japan who had to pay 20 gold a resource because they didn't colonize enough.

It was a really well-balanced system and it was absolutely central to the game. You can't just take out industry and expect the game to work for longer than six months without it. Without industry there's no reason to colonize because you really can't afford it.
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Re: HOTW Turn Counter and Deadline

Postby dcaibal » 01 Mar 2017, 03:17

But that's what I'm saying.

The game doesn't necessarily need to have its historical elements.

It can be directly transcribed into some sort of hex-based things, with hexes having some strategic resources for "colonizing".

Industry can still be included -- but for the life of me, I can't remember what industry does as a benefit per cost.

And we can just turn the countries into entities that start with more of one (or more) resource(s), and balance it from there.

It's an idea. And I think it could be worth playtesting.
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