lancehoch wrote:Do not click the following game link with BOB on:
Game 1332205.
Yes, games do get to the point of thousands of troops. In the game above, red has over 214,000 troops on one region. This is not a common occurrence, but it does happen.
Oh...my...god. Indeed, that is an increadible feat, and I wonder how that took place.
lancehoch wrote:I will try to give an example, maybe that will help us understand one another. Using the USA map as a basis. (This is using your three rules.)
Thank you for your effort

much appreciated.
lancehoch wrote:I have 14 troops on Alabama and another 18 on South Carolina. I want to attack from Alabama to Tennessee, I use 8 troops in this process and advance all 8. I now have 8 troops on Tennessee 6 on Alabama, and 18 on South Carolina. I would like to assault Georgia and I cannot use any of the 6 from Tennessee, but I can use either of South Carolina or Alabama. I assault Georgia from South Carolina and do not lose a troop, I advance 12 troops.
Just for clarity, here is the status as it stands at this point :
In RED are the units that can not be further used and in GREEN are the units that can still be used.
Tennessee:
8 troops
Georgia:
12 troops
Alabama:
6 troops
South Carolina:
6 troops
lancehoch wrote:Now, I would like to fortify Alabama, but I cannot use the troops from Georgia or Tennessee. If this were adjacent fortifications I cannot do anything.
Yes. And this is a perfect illustration of how these stricter limitations will precisely force even more rigorous planning ahead.
lancehoch wrote:If this is unlimited fortifications, I accidentally fortify 2 armies from South Carolina to Tennessee, but I cannot fix this mistake.
Status check:
Tennessee:
10 troops
Georgia:
12 troops
Alabama:
6 troops
South Carolina:
4 troops
lancehoch wrote:I then mess up again and fortify 5 from Alabama to South Carolina.
Status check:
Tennessee:
10 troops
Georgia:
12 troops
Alabama:
1 troop
South Carolina:
4 troops and
5 troops
lancehoch wrote:I now can only fortify 4 troops from South Carolina, I move them to Alabama to fix my mistake.
Status check:
Tennessee:
10 troops
Georgia:
12 troops
Alabama:
1 troop and
4 troops
South Carolina:
5 troops
lancehoch wrote:Now, looking at this from a coding standpoint. There is no difference in the attacking phase between your idea and the current suggestion. Your idea asks that whatever tags are used in the attacking phase remain active in the reinforcement phase, not much of a difference. What is different is how the territories that did not use all of their troops in the attacking phase are handled in the reinforcement phase. In my example above, the situation arises with the fortification from Alabama to South Carolina and then the subsequent fortification from South Carolina to Alabama. The tag, however it is implemented, would need to be able to differentiate between the 4 troops that were on South Carolina and the 5 troops that were fortified from Alabama to South Carolina. Under the current suggestion, this does not need to be monitored and this is really the only difference between the two suggestions. I hope this cleared up some of the confusion.
OK, I understand better where the problem resides.
A simple way to circumvent this would be to limit reinforcements to "Chained". It is hardly a solution at all, of course.
In fact, what I did not realize before is that there is actually a
Rule 4 we use with my friends which concerns the reinforcements. It is a kind of mix of "Chained" and "Unlimited" in the sense that you can only move your units (NB: that have not attacked during the round) to regions which are directly adjacent to the region in which these units find themselves in (like in "Chained"), AND you can move as many different units as you want (like in "Unlimited").
This however poses the same problem as "Adjacent" and "Unlimited" play and I also realize now that me and my friends do indeed keep mentally track of which units in whatever countries have been used or not.
Anyway, I am still wondering how much this supplementary "tag" would strain the server.
There are 2 issues that can be inferred from the particular situation you illustrated with South Carolina:
Visual problem: you have to differenciate the used and non-used troops within the same region.
Technical problem: the server has to differenciate the used and non-used troops within the same region.
The 2 solutions are quite easy to figure out:
Visual solution: use two numbers, the first one indicating the non-used troops, the second one indicating the used troops preceded by a "+"-sign and perhaps followed by a neutral colour or an "x"-mark.
Technical solution: the server creates 2 layers for the whole map, each region having its parallel copy. One layer would consist of only used troops and the other of only non-used troops. The troops would then be switched from one layer to the other according to their status, but visually you would always see the outcome of an addition of both layers.
The strain for the server would be to withhold a double amount of regions. Nevertheless, half of those regions would have no other information besides their number. Indeed, since the layer with used troops only consists of units belonging to the player currently playing, there is no need to distinguish to whom they belong. Also, they can not perform any actions, so their existence is completely irrelevant to any attacks or reinforcements.
In conclusion, I am just wondering how big of a burden it would be to create such a layer and having the servers keep track of it?