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Diplomacy, but with ponies Anonymous 07/15/2022 (Fri) 19:33:38 No. 11409
I've had an epiphany (maybe -- I've never played the original) Right now, Diplomacy even with fantasy maps or the like, have only armies or armadas. But with unicorns and pegasi, the rules would have to be expanded. So, having never played(!!!) but the rules seem straight-forward enough. I think it would have to be like this: Earth ponies (or Zebra) -- standard army. One unit per zone ("country" in traditional Diplomacy), one new unit created in the Spring turn if that's possible, can only move one country per turn (with an exception I have in mind) Pegasi squadrons -- can travel two zones per turn, and can fly over unicorn or earth armies without interference, but will be blockaded by an intervening squadron. Armadas -- Also produced once in the Spring, but are limited to water zones. I'm picturing a river partially connecting some zones. Each section of the river is the same length as surrounding land zones. Armadas can attack or support from the beaches but cannot occupy them. The river could be forded by land armies; essentially they just ignore it. But an opposing armada would blockade travel. Unicorns -- A college geared toward war-training unicorn ponies would produce one army every spring (make it Summer?). But they could not invade, only support or blockade. They also could only move one zone per turn, with the exception of that river crossing. Batponies -- The mountains of the north, I guess, would produce one unit of batponies every spring. By default at creation they would be air squadrons BUT could spend a turn reconfiguring their make-up, and at the end of that turn would be as declared: either a water-based armada (I'm picturing cajun swamp barges as from the show *2nd pic, with either a unicorn or spear-toting batpony at the front of each barge) or to become an army (land unit) The advantage of becoming an army is, I was thinking of allowing zones to permit multiple units so long as they were in a different "place"; pegasi sleeping in the clouds, Earth armies on the ground, and if there's a beach, water units stay in the nearby river. Next up I was considering including two methods of granting longer travel. One would be Appleloosa's food convoy. Once in the Fall that zone would create for the current owner, an "army" of food. It would be ground-bound but could occupy the same zone as an actual army. If the owners of the food-army and battle-army are different, the owner of the food would have to declare an order to gift the food to the battle army. Once eaten, the food-army would be "disbanded" and the next turn that army could travel two zones. The second way, would be that owners of flight-producers could, in the Winter turn, declare an order to produce a convoy. So instead of batponies or pegasi, that zone would create one non-combatant (non occuying / non-blockading) flier. This army could merge with a ground army. If the owner of the ground army is different, both would have to declare their order to merge or the order would fail. Once merged, they would be like flying unicorns. Not able to attack, but could support an invasion, or just blockade against travel. But they could also move two zones, including bypassing hostile ground or water armies. If either owner, if they're different, orders a de-combining, the ground army will be dumped where the flight convoy was at that time. I suppose a flight convoy could also behave like a roving country. If two Earth armies declare they're invading the zone, then the convoy move to the clouds and can move at the next turn. Or both invading and supporting armies could declare they're invading the convoy, after which the convoy is taken as slaves by the invading army, which wouldn't move but would pull the convoy into its current/previous zone. "invading" a merged convoy would be a normal battle, destroying the flight convoy and Earth army with it. Any further thoughts?
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Another thought on unicorns, would be to assume they're small enough to 'meld' with an army, but are glass cannons. So, they can blockade from a zone away, but without orders to defend, they aren't numerous enough to stop an army from passing through, and if an opposing army declares an attack against them it succeeds without support, though in that case both armies are obliterated in the clash. This would allow anti-squadron support with a 'defend against all' order We'd need rules too, for squadrons setting up camp in a zone that has a not-expressly allied army below. If no order to the contrary is given, do we assume they try to peacefully co-exist, or that opposing armies by default will pester each other, causing movement rebuff? For fun, you could declare a map, or a year, to be 'cloudless' -- that would mean that while squadrons could pass over opposing armies, they couldn't stop for the night there because they couldn't keep the clouds around long enough to put up their tents -- all occupation MUST be on the ground at the cessation of movement.
User was warned for this post.
Eh?
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>>11409 >>11410 Broooooo wtfffff a week ago the project of making a custom Diplomacy map set in Equestria came into my head and I've had it as a future project in my head ever since. And then I read this! I still have my head a little dizzy from the rules/conditions you mention, I have to think about it more carefully. It's nice not to be the only one who likes board games, who likes ponies, and who is interested in combining them! I love diplomacy but never played it either, at least no serious matches.

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