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Solar Vengeance 5

WinWar II 5

Proliferation 2

Ceres, Inc.

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WinWar II Version 5 Idea Blackboard

I will note ideas for WinWar II version 5 as they begin to form.

Supply Centers

The core strategic concept of the game will be "Supply Centers".  Units that have a direct path to a Supply Center fight at peak efficiency (no matter how far away the SC is).  If a Unit is cut off from a Supply Center, they begin to degrade and fight at lower and lower efficiencies.

A Supply Center can be a land-based HQ, or a fleet that contains a Battleship or Carrier.  For example, the American player can position his fleet adjacent to Algeria to support the African campaign.  This rule will make strategic placement of fleets, and control of the seas, vitally important!

Nations

  • Imperial - This property determines whether the Nation can attack anyone at any time, or whether they must wait until they are officially at war with the target.

Air Units

The presence of air units in a zone will provide "air support" to that zone and all surrounding zones.  This makes air unit placement a more strategic decision.

Moving air units into an enemy zone will negate this "air support" capability, and allow the air units to conduct air strikes and strategic bombing in target zones.

Air units can be rebased to any zone within their current range.  They do not "move" per se as other units do.

Harsh Terrain

Land Units entering Harsh Terrain zones are weakened and slowed.  Furthermore, if the zone is enemy-occupied, the attacking forces are considered cut off from supply, so keep weakening as time goes on.

Subs

Subs will provide a "hidden element" of fleet strength.  Normally, you will see units that are adjacent to zones that you occupy.  However, enemy subs are only visible once they are in the same zone (and by definition in conflict with one of your fleets.)

Land Zone Items

The following things might be found on a land zone:

  • Capital.  If your capital is conquered you're eliminated from the game.
  • Factory.  You can produce units here.  See Building below.  You will be able to destroy your Factories (scorched earth).
  • HQ.  Provides support to land units.  Land units need a path to a "Support Center" in order to fight at top efficiency.  If a land unit does not have a path to a Support Center it degrades over time.  A support center can be an HQ at a land zone, or a fleet at sea that contains at least 1 Battleship or Carrier.  Such a fleet adjacent to a land zone counts as a Support Center to land zones that have a path to it.
  • For the sake of simplicity, all land zones are now considered to have Air Bases, and all shore zones are considered to have Ports.

Building

There will be a global resources level in the game per player (not per zone like in WWII4.)  But it will take time to build units.  Zones with higher Values can build a selected group of units more quickly.  For example, you can build a Battleship at the Western USA zone in maybe a month, but it will take much longer to build one from a Factory in Madagascar.  This is something the community might help with, how long historically did it take to build the various types of ships, planes, and raise armies/armor?

Movement

WWII5 will probably have a pace of 2-second impulses (SV5 was 1-second impulses).  Infantry will likely have a movement of 5 (based on a 20-impulse "turn").  Meaning they can move every 4th impulse.  Armor M10.  Sea units will move between M6 to M14(?) depending on the type of unit.  Air units can rebase in 1 impulse to any zone within their range.