How to: Succesfully prepare for a TW
Apr 21, 2016 14:15:54 GMT
Napoleon Bonaparte, Jean Lannes, and 3 more like this
Post by NetherFreek on Apr 21, 2016 14:15:54 GMT
hi all,
in this how to im going to show you my opinion (!) on how to prepare for a succesfull TW.
Make sure you claim a war in this thread: european-war-4.boards.net/thread/1683/hosting-tws
afterwards, you got to wait months for your war to finally arive. But that doesn't mean you start preparing your war by that time.
People usely want to go to the next war straight after the previous one has ended. SO MAKE SURE YOU START IN TIME, START WHEN THE PREVIOUS TW IS STILL GOING.
But how do you prepare for a succesfull TW?
you got to create threads regarding to them. I'm going to explain you what should be inside the threats.
im going to discuss the following threads with you:
1. map thread
2. rules thread
3. tech thread
4. country claiming thread (short)
1. Map thread
In the map thread you show your players how big his country is and how many provinces it has. Provinces also say how many troops they can recrute and how many space they have, so choose wisely. let the countries that should be strong in your war have much provinces, while letting countries that should be weak in your war have less provinces.
There are some basic maps available for you. (remember that you can simply recolor provinces to the right country with paint or something like that)
1. maps from all TW's: european-war-4.boards.net/thread/2281/concept-map
2. Concept TW: european-war-4.boards.net/thread/2281/concept-map
3. Standard Maps: diplom.org/Online/maps.html and thefutureofeuropes.wikia.com/wiki/Maps_for_Mappers
if you don't like any of this map, or you just like to make a map yourself. you can make a map yourself or ask someone else to do it for you. But make sure that when another one makes it he'll know what he should do.
2. Rules Thread
Im going to sum up the most common rules, be sure to be complete. Since when a rule isnt stated, others will take advantage from that
Standard Behavior Rules:
1. Don't act bossy. Don't pretend your the boss of someone else country. So don't force other countries to do what you wants.
2. Team chat must be done in private, your allies should know about your next turn
3. Don't select neighbour countries. It's unfair if you combine their forces to make an OP attack on an enemy country nearby.
4. Note your BP right after your turn. Others should know about this so they can't attack you with 6es while you were actually stronger.
5. Note your BP and the BP from the one you are attacking when attacking. So we see if you use fair numbers or not
6. Tech research must follow the Tech tree provided.
7. you cannot desert your allies in the middle of the war, if you have any real life problem please write a message to the gm and to your allies.
8. No Tech Jumping (Need to explain how you got advanced technology over multiple turns).
9. your dices needs to be reasonable. use a 7 for (almost) even bp. an 8 if your stronger and a 6 if your weaker. For an (unverified) thread of this: european-war-4.boards.net/thread/2140/unofficial-decide-dices-tws
10. don't combine troops from your countries in one OP army, make sure they stay seperate.
11. you can't claim countries from different alliances. Since people have the tendency to think 1 country is more important to them they can't make one alliance win.
12. You have to declar war before you attack, it doesnt need a turn but it prevents salt
Deciding Dices:
Chose one of the following or invent a new one (Saltmeter = c-a-b):
A. BP only
A player state their BP and the BP of the enemy and decides for himself a reasonable BP which everybody agrees to. He cant have further arguments like surprise attack or enemy is away.
B. BP plus argumetns
A player state their own bp and the BP of the enemy and decides for himself a reasonable BP, he can have argument to lower the dice needed.
C. Formula
Use the formula made by Jean-Luc Picard :
35+ (defenderBP-attackerBP)/attackerBP*30 (for 10 dices)
7+ (defenderBP-attackerBP)/attackerBP*6 (for 2 dices)
this can be rewrited to all even numbers.
D
Use your own thing, but keep sure to it being fair.
Losing Calculations:
Choose one of the following or invent a new one (Saltmeter = a-b):
A. Formula
Use the formula made by Jean-Luc Picard , the answer is in percentages:
50-10*amount of dices lower than needed , can also be negative (for 2 dices)
50-2*amount of dices lower than needed, can also be negative (for 10 dices)
this can be rewrited to all even numbers.
B. deciding yourself
Decide by yourself the amount of troops you lose and the amount of troops the enemy loses.
I highly disreccomend this since its leading to salt as proven in the tws where this is used.
C. Create yourself.
Use your own thing, but keep sure to its fair.
Taking over provinces:
Fill in the x
You need to win an x amount of battles in order to get the province
You can take a country in an x amount of phases (to make sure it has time to react)
optional:
You can win an x amount of provinces each turn
The enemy can only lose an x amount of provinces each turn (to prevent it being blitzed by all sides)
Storage:
Fill in the x and chose.
You can store an x amount of troops, which can be higher due techs.
or
You can store an x amount of troops per province, which can be higher due techs
optional:
you can store an x amount of troops in a province, which na be higher due techs.
Units:
complete the list:
unit 1
Name =
BP at start =
Recrute cost =
optinal but never done, movement=
unit 2
name =
BP at start =
Recrute cost =
optinal but never done, movement=
etc....
with recrute cost i mean the amount of turns required to build the unit. for an example the recrute cost can be: 1 per province per turn. or 2 per province per turn. or even 0,5 per province per turn, be sure to say wheter to round this above or down.
with movement i mean the amount of province a troop can move through per turn. for an example movement could be 2, this means that this unit can move through 2 provinces.
Movement:
fill in the x
troops can move an x amount of provinces per turn.
ships can carry an x amount of troops to move through oceans.
be sure you make an ocean list, in which the movement through sea is determined.
3. Tech Thread
Tech needs to be reasonable with the era of the time your playing. so no tanks in 698.
Be sure they are balanced, so no OP techs and no techs that requires 2 turns to research.
Every war requires another tech thread, with tech regarding to that era. but there are some common techs:
1. Economic techs
gain extra turns a phase
2. Unit tech
your units gains more BP
3. movement Tech
you will be able to move further per turn, namely.....
4. storage tech
you can store more units for a province
5. politic techs
Change to another ruling system, every system has its own benefits
6. shipping tech
you will be able to ship more troops at a time to your destignation.
7. Diplomacy techs
make sure you take down salt as much as possible. Better have an overload on rules for this then that one rule too little.
standard diplomacy rules:
1. after you broke the pact, you can't attack the other country for X turns
2. don't force others to come in your alliance
4. Country claiming thread
pretty obvious, create a thread in which every country in your war is in and in wich alliances and the one who claims first gets it. Also state in here how many countries a player can get.
The recommendation of countries somebody can pick is 1. Since it prevents an op-blast by his multiple countries.
However if you want people to have more countries than 1, you got to prevent the following things:
1. Neighbouring countries, they can send a blast to another country, and 2 countries are always stronger than 1.
2. Different alliances, even if you are 'completely' unsided, youre still sided, nothing can stop that...
3. Too big, too many, when somebody graps all big powerhouses he can do whatever he wants, since even if your winning from lets say russia, he always got that china to counterattack you.
4. Nato-forming, when the armies from multiple countries join eachoter. (Also whatch this inside allies, since its extremely temptating but extremely OP)
When country a got 40 bp and b 40 as well and they are fighting country c with 80 bp.
2 things can happen fairly:
1. Both countries fight seperately against the common enemy, meaning they both need an 9 i guess. They can use all their turns to fight c.
2. They can join forces. Meaning one country controls both armies, meaning ONE country can use their turns to fight c with 7s.
What can not happen:
1. Both countries pretend they have an army of 80 bp and both start throwing 7s for C. Since c has 8 turns and a+b 16, he doesnt stand a chance.
in this how to im going to show you my opinion (!) on how to prepare for a succesfull TW.
Make sure you claim a war in this thread: european-war-4.boards.net/thread/1683/hosting-tws
afterwards, you got to wait months for your war to finally arive. But that doesn't mean you start preparing your war by that time.
People usely want to go to the next war straight after the previous one has ended. SO MAKE SURE YOU START IN TIME, START WHEN THE PREVIOUS TW IS STILL GOING.
But how do you prepare for a succesfull TW?
you got to create threads regarding to them. I'm going to explain you what should be inside the threats.
im going to discuss the following threads with you:
1. map thread
2. rules thread
3. tech thread
4. country claiming thread (short)
1. Map thread
In the map thread you show your players how big his country is and how many provinces it has. Provinces also say how many troops they can recrute and how many space they have, so choose wisely. let the countries that should be strong in your war have much provinces, while letting countries that should be weak in your war have less provinces.
There are some basic maps available for you. (remember that you can simply recolor provinces to the right country with paint or something like that)
1. maps from all TW's: european-war-4.boards.net/thread/2281/concept-map
2. Concept TW: european-war-4.boards.net/thread/2281/concept-map
3. Standard Maps: diplom.org/Online/maps.html and thefutureofeuropes.wikia.com/wiki/Maps_for_Mappers
if you don't like any of this map, or you just like to make a map yourself. you can make a map yourself or ask someone else to do it for you. But make sure that when another one makes it he'll know what he should do.
2. Rules Thread
Im going to sum up the most common rules, be sure to be complete. Since when a rule isnt stated, others will take advantage from that
Standard Behavior Rules:
1. Don't act bossy. Don't pretend your the boss of someone else country. So don't force other countries to do what you wants.
2. Team chat must be done in private, your allies should know about your next turn
3. Don't select neighbour countries. It's unfair if you combine their forces to make an OP attack on an enemy country nearby.
4. Note your BP right after your turn. Others should know about this so they can't attack you with 6es while you were actually stronger.
5. Note your BP and the BP from the one you are attacking when attacking. So we see if you use fair numbers or not
6. Tech research must follow the Tech tree provided.
7. you cannot desert your allies in the middle of the war, if you have any real life problem please write a message to the gm and to your allies.
8. No Tech Jumping (Need to explain how you got advanced technology over multiple turns).
9. your dices needs to be reasonable. use a 7 for (almost) even bp. an 8 if your stronger and a 6 if your weaker. For an (unverified) thread of this: european-war-4.boards.net/thread/2140/unofficial-decide-dices-tws
10. don't combine troops from your countries in one OP army, make sure they stay seperate.
11. you can't claim countries from different alliances. Since people have the tendency to think 1 country is more important to them they can't make one alliance win.
12. You have to declar war before you attack, it doesnt need a turn but it prevents salt
Deciding Dices:
Chose one of the following or invent a new one (Saltmeter = c-a-b):
A. BP only
A player state their BP and the BP of the enemy and decides for himself a reasonable BP which everybody agrees to. He cant have further arguments like surprise attack or enemy is away.
B. BP plus argumetns
A player state their own bp and the BP of the enemy and decides for himself a reasonable BP, he can have argument to lower the dice needed.
C. Formula
Use the formula made by Jean-Luc Picard :
35+ (defenderBP-attackerBP)/attackerBP*30 (for 10 dices)
7+ (defenderBP-attackerBP)/attackerBP*6 (for 2 dices)
this can be rewrited to all even numbers.
D
Use your own thing, but keep sure to it being fair.
Losing Calculations:
Choose one of the following or invent a new one (Saltmeter = a-b):
A. Formula
Use the formula made by Jean-Luc Picard , the answer is in percentages:
50-10*amount of dices lower than needed , can also be negative (for 2 dices)
50-2*amount of dices lower than needed, can also be negative (for 10 dices)
this can be rewrited to all even numbers.
B. deciding yourself
Decide by yourself the amount of troops you lose and the amount of troops the enemy loses.
I highly disreccomend this since its leading to salt as proven in the tws where this is used.
C. Create yourself.
Use your own thing, but keep sure to its fair.
Taking over provinces:
Fill in the x
You need to win an x amount of battles in order to get the province
You can take a country in an x amount of phases (to make sure it has time to react)
optional:
You can win an x amount of provinces each turn
The enemy can only lose an x amount of provinces each turn (to prevent it being blitzed by all sides)
Storage:
Fill in the x and chose.
You can store an x amount of troops, which can be higher due techs.
or
You can store an x amount of troops per province, which can be higher due techs
optional:
you can store an x amount of troops in a province, which na be higher due techs.
Units:
complete the list:
unit 1
Name =
BP at start =
Recrute cost =
optinal but never done, movement=
unit 2
name =
BP at start =
Recrute cost =
optinal but never done, movement=
etc....
with recrute cost i mean the amount of turns required to build the unit. for an example the recrute cost can be: 1 per province per turn. or 2 per province per turn. or even 0,5 per province per turn, be sure to say wheter to round this above or down.
with movement i mean the amount of province a troop can move through per turn. for an example movement could be 2, this means that this unit can move through 2 provinces.
Movement:
fill in the x
troops can move an x amount of provinces per turn.
ships can carry an x amount of troops to move through oceans.
be sure you make an ocean list, in which the movement through sea is determined.
3. Tech Thread
Tech needs to be reasonable with the era of the time your playing. so no tanks in 698.
Be sure they are balanced, so no OP techs and no techs that requires 2 turns to research.
Every war requires another tech thread, with tech regarding to that era. but there are some common techs:
1. Economic techs
gain extra turns a phase
2. Unit tech
your units gains more BP
3. movement Tech
you will be able to move further per turn, namely.....
4. storage tech
you can store more units for a province
5. politic techs
Change to another ruling system, every system has its own benefits
6. shipping tech
you will be able to ship more troops at a time to your destignation.
7. Diplomacy techs
make sure you take down salt as much as possible. Better have an overload on rules for this then that one rule too little.
standard diplomacy rules:
1. after you broke the pact, you can't attack the other country for X turns
2. don't force others to come in your alliance
4. Country claiming thread
pretty obvious, create a thread in which every country in your war is in and in wich alliances and the one who claims first gets it. Also state in here how many countries a player can get.
The recommendation of countries somebody can pick is 1. Since it prevents an op-blast by his multiple countries.
However if you want people to have more countries than 1, you got to prevent the following things:
1. Neighbouring countries, they can send a blast to another country, and 2 countries are always stronger than 1.
2. Different alliances, even if you are 'completely' unsided, youre still sided, nothing can stop that...
3. Too big, too many, when somebody graps all big powerhouses he can do whatever he wants, since even if your winning from lets say russia, he always got that china to counterattack you.
4. Nato-forming, when the armies from multiple countries join eachoter. (Also whatch this inside allies, since its extremely temptating but extremely OP)
When country a got 40 bp and b 40 as well and they are fighting country c with 80 bp.
2 things can happen fairly:
1. Both countries fight seperately against the common enemy, meaning they both need an 9 i guess. They can use all their turns to fight c.
2. They can join forces. Meaning one country controls both armies, meaning ONE country can use their turns to fight c with 7s.
What can not happen:
1. Both countries pretend they have an army of 80 bp and both start throwing 7s for C. Since c has 8 turns and a+b 16, he doesnt stand a chance.