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Empire V - Electro Mechanical Apparatus for Combat Simulations in Miniature
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steveoc64/empireV
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This is a web application for managing games of Empire V. Empire V is a really old school set of wargaming rules for running Napoleonic era wargames with miniatures. Its a product of the 70s / 80s ... so there are stacks of charts, lots of maths, and huge number of very strict ifs, buts and procedures in playing the game. There is even a 2 page flowchart in the rules for working out what happens after 2 groups of infantry come close to each other, after the defender has fired at the attacking troops, after casualties and morale checks, but before the attacking troops close for the final contact. 2 pages of flowcharts just for that ! Thats just to give an idea of the depth and complexity of the rules. Now, in the modern tabletop gaming era, there are some excellent new rules out that are a lot easier to play, and provide fun games at levels from battalion to Corps. The market is quite healthy. So why bother with a 30+ year old rule set ? Well, because at the end of the day, Empire remains very popular with the so called hard core gamers, because it actually provides a highly realistic experience of fighting battles in this period, and produces highly plausible results. So much so, that the community of wargamers who enjoy this period remain quite loyal to this venerable masterpeice of a ruleset. So here we have a modernization of this excellent system, in the form of an extremely easy to use computer moderated control system. Hopefully this will serve the hard core gamers well, and also provide an exciting and innovative path to allow the new generation of gamers to enjoy the benefits of gaming Napoleonics in the beautiful old school way. Art meets Science. ----oOo---- To run this, you need to set the system up on a web server, and then setup the data, and then create user accounts for accessing the game for various players. The best way to do this is setup a linux machine with Apache/PHP/MySQL support (all standard utilities that are part of a general linux install), and then simply install this application. That machine then runs the whole virtual world that the battle is fought in. Each player then communicates with their troops in that battle via a web server. Remember that ANYTHING with a web browser can access the system, so you could use a bunch of laptops on a wireless LAN, ipads, smartphones, etc. Its all standard HTML and javascript - NO Flash, NO activeX .. so that allows for the use of ipads !! ----oOo---- What this system does (or will do) : General Game Setup and Management : - Provides a web based application for running a set of games. - The system will load and store a large database of detailed orders of battle for various armies. - Create a large database of scenarios, that use subsets of the orders of battle. - Spawn any number of games based on these scenarios. The system manages which games are in progress, and stores all state information related to each game move permanently. Player Control : - Manage multiple user accounts for access to the system with various different roles. - Administrator can assign players to games in progress, allowing complicated setups of sub-commands. - Manage access to information on the system .. each player is locked down to operating within only those units under their command, in the context of a given game that is running. - Each game has at least 1 user setup as the umpire for that game. The umpire controls the flow of the game from one phase to the next, one turn to the next. Running the Game (Player) - Each player gets a limited view of the battle, and the degrading effects on their troops. - The player uses the system to issue orders, review troop status, and receive computer generated dispatches with news from the battlefield. - As each turn progresses under umpire control, the player is shown information on the screen about which actions each unit should perform on the tabletop this phase. The player then does what they need to do on the tabletop, using the instructions as a guide. (or law, depending on how you want to run the game) Remember - its still first and foremost a tabletop game ! - With each engagement, the players interact with the computer in a couple of ways to perform combat results calculations. Players can tell the computer which units are in which engagement. Umpire can override this prior to tactical movement round. - All fiddly morale tests / ME determination / elan test / etc etc .. is handled automatically by the computer, with results sent to the player as dispatch messages. - Information presented to the players on the actual state of each unit are deliberately vague. They are informed of situations where a whole base of troops needs to be removed, but detailed figure level or troop casualties are always unknown to them. Running the Game (Umpire) - The umpire can see all details for all units in the current game. This includes actual troop losses, actual fatigue levels, etc, etc. - The umpire steps the game through the phases in the turn, opening up orders, locking down orders, etc. - The umpire can intercept orders from players to units, deliberately delay them, modify them, or delete them if need be. - The umpire defines which engagements are in progress, and which MEs are involved in each case. The players submit this data (to make the game quicker for the umpire) but the umpire can override the fine details. Combat Options - Combat calculations in the system are fully automated. The computer will require some basic information (type of combat, ranges, tactical factors), and will then do all the die rolling and other fun things to determine the full outcome. Results are then sent to each player as a dispatch message via courier, which may arrive immediately, or in a turn or 2 depending on conditions. - The default is that only the umpire interacts with the computer for each combat, with the players calling out the details across the tabble. - An option can be configured in a given game to allow the players to interact with the computer to run the combats ie - player enters the details on who is attacking what. This should speed up a big game with lots of players and too few umpires. - An option can be configured in a given game to allow for full computer calculation, or go into OldSkool mode. In OldSkool mode, the computer will display the various percentages needed for various things on the screen, and the players then have to do the die rolls, and enter the die results into the computer instead. Variable Scaling Support : - Each game can be run at any scaling factor. By default it uses 1:60 figure scale and 1"=40y ground scale. However the game scale can be set to any arbitary values in order to accomodate whatever fits the size of each battle. You can go play at 1:47 scale, with 1" = 13 yards if you so choose. The game mechanics remain the same. This only works because of the brilliant way that Empire calculates combat outcomes with deterministic maths. - Information inside the system is calculated and stored in terms of actual troops. However, information presented back to the umpire in terms of figures, and information presented to the players is in terms of bases of troops. Details on distances are presented in terms of inches. These calculations are all done on the fly based on the current scaling policies for each game. - Scaling can be changed in mid-game if needed. ie - If a battle starts as a skirmish action at 1:15 scale between a couple of battalions ... and then escalates into a larger general battle ... the admin can decide to rescale the game in mid point to accomodate larger forces getting involved. Shuffle the scenery, and rescale the formations ... so you have battalion groups on the field now instead of company groups. Even up to 1:120 scale you still have 2 base battalions (of 3 figs per base), so that works too. Requirements : - A standard web server with PHP support and mySQL support. - Too easy ... just grab any old linux box and get it running. - A couple of GIG of RAM and a few 100MB of disk space will be way more than enough to run the system. - An old P-III from the hard rubbish collection will have sufficient grunt to run a game with multiple players, no worries. This allows games to be run in a number of different ways, really depending on how many computers you can dig up. Some examples : - 2 players - 1 controlling each side, plus an umpire to control the game. - 2 players at a table. One is running as the umpire/player for one side, the other is running as a player only for the other side. - 2 players at a table. Both are up to scratch with the system, so they are both running as umpire / player. - 1 player running a solo game, so he is logged in as administrator with access to both sides. - A really big game with over 10 players a side. Commands allocated to various Corps, Divisions, or even Brigades to individual players. The system will ensure that each player can only access and control those units under their command structure. - Monstrous convention, with a dozen games in progress on a number of tables, each table having a dozen players on each side. Huge ! The system will happily manage running multiple games at the same time. A pig to admin maybe, but technically the system can handle it from a single machine running a single web server. ----oOo---- Future Path : I know there are a number of decent computer moderated wargaming tools out there, but this one is aimed at being 100% faithful to the EmpireV rules - warts and all. There are many areas of the game that might be able to be improved and extended, but the intention with this project is to simply capture the essennce of playing Empire, and nothing more or less than that. No shortcuts, no optimisations on the gaming - just a faithful capture of the rules in the all of their glorius details, with a computer interface on it. Get as close to the original as is possible .. and thats it. However, it doesnt end there !! Will be adding a campaign framework around this as a separate project later on. More on that later. Once this one is fully complete and polished up to perfection, it also happens to provide an excellent framework for hacking together other systems around other rulesets. I will probably look at forking this as a number of completely separate projects that are customised to a number of other gaming rulesets. Some ideal candidates are : - Piquet ... having a computerised interface on the whole initiative and card system. - IABSM, and all the other lardies products which use card activation. - Big scale operational wargaming in 3mm/6mm scale for huge WW2 or modern battles. Should be a fun ride. ----oOo---- Remote Wargaming This will be cool to do, but I have not quite worked out the best way to handle it yet. The idea is to have a game in progress at a table somewhere in the world, with a webcam or 2 setup on the table, and then delegate some commander positions to users who happen to be on the other side of the world. The interaction with their units is all through the web interface anyway, so that will work fine without any modification. Maybe having the webcams on the table with live views of the tabletop will be good enough to allow those remote players to experience 'being there' at the battle with their online mates. I havent designed that aspect into the system yet, but its something I really want to add at some point down the track. I dont see any technical obstacle to being able to do this. Its more a question of whether the remote player will really 'feel' part of the game, and that comes downs to having really good fast communication, and possibly live streamed audio as well. Its not just the pretty pictures, bad die rolls, and detailed AARs that make a game ... its the chit chat, jokes and laughter that all need to happen in real time to make it work. If I could stream the audio from both ends of the connection as well as the webcam feed, then it would work brilliantly I think.
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Empire V - Electro Mechanical Apparatus for Combat Simulations in Miniature
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