randowe wrote: ↑2023-09-16 17:05, Saturday
Halber wrote: ↑2023-09-16 16:04, Saturday
1) that this choice window can be called by the player.
2) that there could be a randomisation mechanism, after the player's choice, that would allow that after clicking on the Victory hexagons, it would either take effect or have no effect. In other words, a prestige gamble.
3) that a text window appears when clicking or hovering over the victory hex. Giving an explanation before making the player's choice.
Taking your same screen, that the player can call up the scenario, that the choice is subject to a random bet, and that he has an explanation before making his choice. Thanks!
1 and 2 would require Luis to code it. Option 3 is already there. And a gamble would have to be truly random otherwise people would reload. I guess they will reload anyway

There is already the prestige trigger that can be added to scenarios and gives a given or random prestige sum to the players wallet.
When klicking on one of the hex, a text window appears like shown in the picture below.
It is also possible to have a standard scenario intro text before the choice screen. The way i use it, every choice will lead to the very same scenario but depending on the players choice a prototype unit will be added to the player's core. But like i wrote before you could also add different campaign paths or other ideas.
Do you build campaigns?
randowe excellent and a very practical solution!
Yes, I am interested in creating campaigns with this idea you propose. This
"event scenario" I would like to call it. Diplomatic events, political events, war materials, and so on. It has that hard limitation of not being able to be called by the player, as, on the other hand, the unit purchase screen is. I think this would be a huge leap in the game.
Another idea, which has been discussed a lot, is that of stacking, but taking the idea in reverse.
"Reverse stacking": that you can call a tactical screen, for example, a hex that changes to another screen, of another map with new hexes, where keeping the same idea of one unit per hex, units can deploy to take victory hexes, contained in it. For example, fighting on a city map, included in a larger operational map. Click on the Event hex, change the screen to this tactical screen. On this new scenario screen you can deploy the units, in their deployment hexes, the units of the larger scenario, and that by their movement, they can reach it at the moment of clicking.
"Event scenario" and
"Reverse stacking" could have the same mechanism of being "mini-scenarios" triggered by an (
Event hex). Thus, if this were possible, the player can call these scenarios at will, which is the other condition.