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DispatchAccountDiplomacy

by Central project management. . 284 reads.

Old World Map and Rules for Claiming

Behold, a map!
https://photos.app.goo.gl/oBcXnpj3g5JGQQm26
(link for high rez)

Most importantly, here is the same map, overlaid by the hex grid for the purposes of claiming!
https://photos.app.goo.gl/NJcUqdfyWdB3aLEx7
(link for high rez)

Now here is where the fun begins! Here are the rules for claiming your nation's territory!

1) Claim one hex as your capital. This hex is given for free.

2) You have 300 points with which to build your territory. Each hex normally costs a number of points equal to the number of “jumps” required to reach that hex from the capital hex. Partial hexes still count as hexes for the purposes of this system.

3) Paths that cross a river cost 1 extra point per river crossed. Hexes that have one part on either side of the river are considered to be on the “close” side (e.g. before the crossing) for the purposes of points calculation.

4) Paths where there is a “jump” originating from a mountain hex cost 2 instead of 1 per jump from a mountain hex. A hex is considered a mountain hex only when the entire land area of the hex is occupied by mountains, if it is merely partial then the path is calculated as normal.

(hexes outlined in blue are full mountain hexes).

5) Paths to a hex must pass through already-claimed territories. The exception is claiming overseas, where in all other respects, a full ocean hex acts the same as a full mountain hex. Claiming overseas requires that at least half of your points are allocated on land connected to your capital, or that there is no further land connected to your capital left to claim.

Right, now you have the rules, start deciding your claims. Here is a current map of claimed areas of the world thus far:
https://photos.app.goo.gl/oxKu5jrvr2fjgcJC8
(Link for high rez)

Central project management

Edited:

RawReport