Hello HexWorld – The Concept
3D Zoom-able map using a hexagon grid.
There is a Strategic Map view with units at Division level, which zooms down to Battle Map view with units at Battalion level.
There is also a Battle Simulation mode, where the battle is relayed. For example the Battle of Waterloo simulation will start at 1130 and step through the positions of all Battalions present each minute until 2100. The step through rate can be increased from the step = real time (there being 570 steps), to step = 15 min (there being 38 steps). The step rate can be varied using the Timeline slider.
Genre: Strategy / Simulation
Platforms: PC + XBox - and so will use XNA 4.0 / C# / HLSL (Not Widows Phone 7)
Multi Player (via XBox Live) + Single Player
The PC certainly can support both the Strategic and Battle level game, but the XBox may be limited to single Battle level games.
Alliances can be established in strategic game.
Supply routes to a battle must be established in the strategic level game.
On the 3D Strategic Map each hexagon represents 10 Km
On the 3D Battle Map each hexagon represents approximately 50 m.
Example on the Battle of Waterloo the map width is overlaid by 100 hex at 50 m each and so is 5 Km wide and map height is overlaid by 77 hex rows representing a map height of 3.8 Km. The Battle Map scale may change for other (larger) battle fields to be represented.
The basic unit that can be given orders is the Battalion (Squadron or Battery). Each Battalion is represented by between 1 and 20 figures depending upon the Battalion size.
For example at Waterloo there were several Battalions > 1000 troops (1st/52nd – 4rd Brigad of the 2nd British Infantry Division of the 2nd Corp) , while most Infantry Battalions were between 200 – 800 trops averaging at 550 troops per Infantry Battalion. So unit scale will be 25 troops per figure.
Infantry Scale: Each model represents 25 troops
Cavalry Scale: Each model represents 25 troops
Artillary Scale: Each model reprresents 1 Battery
The Unit Scale will be change for larger battles.
No random elements involved in combat system. Combat rules similar to tabletop wargame rules will be used.
Elements used in Combat calculation:
In the 3D Battle Map, you represent the Commander in Chief of the army, and will only be aware of troop positions and movements that your command structure informs you of, and what you can physically see and hear. Information passed to you via your command structure will always be delayed, by the amount of time that it takes your ADC to travel. Information passed to you via te Command Structure may not always be accurate.
Issuing commands also takes time to implement, again depending upon the distance between you and the unit to be ordered. Orders may be timed so to synchronise attacks.
An AI that does not cheat. It knows only what a human player would.
All game data is XML based allowing easy reconfiguration at both Strategic and Battle level.