The New Breakdown of a Hex
July 27th, 2007It’s always nice to get your hands on new software, and I’ve discovered that new versions of old software can be just as satisfying. When I got our new mapeditor a couple weeks ago I was really excited about working with it. While much of the mapediting is boring and tedious there are some aspects that are really interesting. In particular this mapeditor version supports our new system of facilities as components within a hex. We’re still looking for the proper terminology but for now we’re calling the two elements components and containers.
The system works by classifying elements in a hex into containers. There are three types of containers; cities, industrial sectors and military installations. Elements on map are built inside one of these containers which have room for up to six components. The concept is to centralize map elements so that common elements are more closely associated creating less hexes to keep track of when managing your country. The design is also intended to create less map clutter than the old system of one hex, one facility.
Most of the components that are built in the containers will be familiar to any Supreme Ruler players. We still have airstrips, research centers, power plants and other such elements although the military installations work differently than our old “bases” system. A small base previously capable of storing reserves and building three units at a time would now be a military installation container with a barracks component for storing reserves and three Land Fabrication components, each one capable of building one unit. All fabrication plants are one component, one build slot, and provide no reserves storage capacity. Barracks store land reserves, Airstrips now store air reserves and Piers store your naval reserves. To upgrade an installation, you would simply build an additional component (assuming there are unused positions). The fabrication components cannot be built without a reserve component preplaced but we avoid micromanaging this by queuing elements for the player. If you attempted to place a new Aircraft Fabrication component in an undeveloped hex, a new military container would begin construction and inside would be queued first an Airstrip component, then the Air Fabrication component. Each would build in sequence. When completed, a second Aircraft Fabrication component could be added without having to pay the cost or wait the time for the Military Installation and Airstrip to be built. The foundation cost of the containers also encourages strategic placement of components on the part of the player and reduces the “base farming” effect possible in the previous game.
There are other advantages to this new system, most notably that barracks, piers and airports can be added to cities. This allows for reserves to be stored in key areas without requiring a full military base with unit production. A limitation in the previous system was that if a region should not have the production capacity for more one military unit at a time, we could give them no more than one base. With the new system we can also create a sequence of buildings such as requiring a player to have a Security Perimeter component before then can build a Missile Silo somponent. Another notable addition is a Missile Fabrication component, allowing us to give regions missile production capacity without needing an airbase.
There are of course limits applied to this new system, you won’t find a barracks in an industrial sector or a farm in a city. There are certain restrictions on what containers each component can exist in and even a few special components that actually exist without a container, but some of these details are still being fine tuned. For the moment at least I have clear rules and information on military components and have already placed unit storage and fabrication components in Europe, Africa and the Middle East on the new map.
Chris Latour
BattleGoat Studios
chris@battlegoat.com