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GustFire
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Joined: Fri Sep 12, 2008 9:22 pm
Location: Denver, CO USA

New scenarios

Sat Sep 13, 2008 5:29 pm

Greetings to all,

To Ageod,

Okay, I know this is early, but....

Any thoughts about adding scenarios for future updates to WiA?
Did you already have add'l scenarios planned that you couldn't add to the initial release?

I'm thinking of the same general time period as The Pequot War, such as:

King Phillip's War
The Wars of the Powhatan Confederacy
Kieft's War
The Iroquois Beaver Wars

I would even include the campaigns of conquest of Coronado and De Soto in the 16th century.

Thanks, Hal

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Stwa
Colonel
Posts: 395
Joined: Thu Jul 26, 2007 7:01 am

Tue Sep 16, 2008 10:15 pm

GustFire wrote:Greetings to all,

To Ageod,

Okay, I know this is early, but....

Any thoughts about adding scenarios for future updates to WiA?
Did you already have add'l scenarios planned that you couldn't add to the initial release?

I'm thinking of the same general time period as The Pequot War, such as:

King Phillip's War
The Wars of the Powhatan Confederacy
Kieft's War
The Iroquois Beaver Wars

I would even include the campaigns of conquest of Coronado and De Soto in the 16th century.

Thanks, Hal


Yes Ageod,

[color="DarkGreen"]The Iroquois Beaver Wars [/color]has really perked my interest. Anyone got a lead on an OOB? :neener:

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Stwa
Colonel
Posts: 395
Joined: Thu Jul 26, 2007 7:01 am

Wed Sep 17, 2008 1:21 am

GustFire wrote:Greetings to all,

<snip>

I would even include the campaigns of conquest of Coronado and De Soto in the 16th century.

Thanks, Hal


Gosh, I did not see this part about Conquistadors the first go round. This brings up an idea I have had about a new game using the AGE engine.

Most people don't fully realize that units/models don't have to represent troops. Consider "supplies" and the "merchandise" units if you will.

I can forsee a 17th century game with hardly any troops, but lots of other kind of units like, furs, gold, various crop harvests (i.e. tobacco, wheat, cotton, etc..). Then the corresponding trade goods like cigars, cloth, etc...

Now each of these units would have a VP value assoicated with them, so as they are accumulated by various factions, their VP will increase, and the faction with the most VP at the end of the game will win, just as it does now.

Now, what will make this type of game different than the others that have preceded it? It will take place over a much smaller time frame. (Like 10 years max).

There will be no city building, obviously, but events can generate new resource units in individual regions and cities. Maybe even auto-raise can be used somehow.

Conventional supply (food and water), will be tweeked down a bit.

Intervention rules can be applied in reverse fashion. If a faction is not doing well, then colonist from other factions will start to appear in your regions.

I always tend to think of the BoA game as the vehicle because it is simplier and easier to understand. But I think it could pull this off, by just simply changing the scenario startups and events (and the units and models, of course).

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