Let us start with two video clips. The first is the Talos scene from Jason and the Argonauts. It neatly demonstrates a Colossus versus Trireme battle. The second is from Oliver Stone’s Alexander movie, the main battle scene (not the best quality sadly). Which I think is a much better take on Hoplite warfare than in the movies Troy or 300.
My design goals for conflict between the forces that players control in The Colossus of Atlantis are for conflict to be:
- have scope for mastery
- fit with the theme
I have tried to keep conflict relatively simple by:
- making conflict automatic if two or more players send units to the same region
- the only exception to this is if a player declares they are a coward (by saying “Phobos!”), and withdraws their forces back to their home city
- cowardice has a potential cost – you can be fined by the courts, and if you don’t pay, your home city can be attacked (see below for an image of what that looks like)
- keeping the maths to simple addition (no subtraction, multiplication or long division)
- restricting the types of forces and the number of possible attacks to four
The maths is simple – add your strength ratings together for all your controlled units. Roll your dice, and add the two together. Highest player wins, both players lose in a tie.
I have two main ways in which conflict is fun. First, you get to roll dice, and you have a chance that each roll will explode (allowing you to keep rolling until the die stops exploding, and adding all the numbers together). Every now and then the Chaos dice will allow a player to pull off a lucky win against the odds. So there will always be some tension in a dice throw. Secondly, when you win you always get rewarded. You get some money, some victory points (VP), and some other useful game resources.I believe there is scope for mastery of the game to be demonstrated. This arises from observation of the emergent play – if you can see the choices other players are making in how they allocate forces to regions, and react to them with skill, then you should win more conflicts (and earn more rewards). A cautious player may concentrate their forces on one or two areas. A bold player may split them between four areas, hoping to get lucky and find a region no one else is contesting for a cheap victory. Understanding how the dice can work out will also probably help with system mastery.
Because the Chaos die generates numbers from 1-4, and explodes on a four, its actually impossible to get a roll of four on the dice. Four +1-4 gets 5-8, and of a course a second four explodes again. You will roll from 1-3 75% of the time, and then 25% of the time you will roll 5+:
- 75% of the time you will roll from 1-3
- 18.75% of the time you will roll from 5-7
- ~4.5% of the time you will roll 9-11
- ~2% of the time you will roll 13+
One implication here, is that if you have a one bonus die advantage over your enemy, but they have four more combat strength, then you will have roughly a 25% chance of winning.
The DOOM die generates numbers from 1-13, but only explodes on a 13. So it exploding is a rare event – you might not see it happen in the game.
- 92.3% of the time you will see a roll from 1-12
- 7% of the time you will see a roll from 14-25
- less than 1% of the time you will see a roll of 27+
Intuitively you would think that the d13 has a better chance of giving a victory against long odds, but its good to see it confirmed in the math.
I believe that a megagame conflict system trying to model Ancient Greek hoplite combat for a megagame should keep it simple, following a cultural style of combat where both parties agreed to fight at a particular place, the battle was fought quickly, and the defeated party conceded defeat. I thought about incorporating rules for skirmishers, cavalry, chariots and fortifications, but playtesting showed that this made it too complicated.
I added Triremes after the second playtest, as I redrew the maps, splitting them into one set of six land regions, and a second set of coastal regions, plus one gateway to the hollow earth. This reflects the importance of naval warfare in ancient Greece, and also fit with a change to how trading worked in the game – opening up possibilities for blockades and smuggling.
This relates to simple. A few things have been done to keep play fast. First, all players in a region are in conflict with each other. Diplomacy over forming temporary coalitions just takes up too much time in the fifteen minute game turn. With 13 potential conflicts to resolve, battles need to be done in under a minute. Second, players can resolve more than one conflict at a time. If two players are resolving a conflict in region one, three different players with a conflict in region 5 can be working through that. That is another reason why there will be lot of dice for each game table.
I also removed an early playtest option for spending DOOM tokens to adjust combat outcomes. This created an auction bidding mechanic, which just took too much time. Now you need the right Colossus upgrade (the DOOM Ray) and you spend the token before you roll the dice (a DOOM die).
Part of being quick is in constraining the choices the players can make. Most humans can only effectively evaluate three to five options. More than that and they start taking mental short cuts. So while I have 13 colony regions for players to squabble over, and they each offer slightly different rewards, there are only three types: land, coastal, and hollow earth. The fourth option, attack on home cities is constrained by law and politics. I also only allow four attacks maximum – and no splitting up of unit types. All your hoplites go to one region, and all your triremes go to one region (and it could be the same region).
Right, back to editing the game document!