Zone Of Control
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Zone Of Control
In board wargames, a zone of control (ZOC) is the area directly adjacent to certain combat forces that affects the movement and actions of enemy combat units. In hexagonal tiled maps, a combat unit's zone of control is the six hexagons adjacent to the hexagon occupied by a unit. The effects of zones of control can vary significantly between different wargame rules. The most common effect is that moving combat units must stop when entering an enemy unit's zone of control. This type of zone of control is termed "rigid" zone of control. If movement is not stopped, but only prohibited when moving directly from one zone of control space to another, this is termed "semi-rigid". Rules that slow down (increase movement cost) instead of stopping movement are termed "fluid" or "elastic" zones of control. Rules that prohibit leaving are termed "locking" zones of control. Some zone of control rules require enemy units must be attacked. In some games, zones of control may be cancelled by ter ...
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Zone Of Control Diagram
Zone or The Zone may refer to: Places Climate and altitude zones * Death zone (originally the lethal zone), altitudes above a certain point where the amount of oxygen is insufficient to sustain human life for an extended time span * Frigid zone, a geographical zone on Earth * Hardiness zone, a geographically defined zone in which a specific category of plant life is capable of growing * Temperate zone, a geographical zone on Earth * Torrid zone, a geographical zone on Earth Military zones * Zone, any of the divisions of France during the World War II German occupation * Zone, any of the divisions of Germany during the post-World War II Allied occupation *DMZ or DZ or demilitarized zone, an area in which treaties or agreements between nations, military powers, or contending groups forbid military installations, activities, or personnel * Green Zone, a military zone in Baghdad, Iraq * Korean Demilitarized Zone Place-names * Administrative divisions of India, known as Zones * ...
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Wargaming
A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames recreate specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval and air combat as well. Generally, activities where the participants actually perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are not considered wargames. Some writers may refer to a military's field training exercises as "live wargames", but certain institutions such as the US Navy do not accept this.''War Gamer's Handbook'' (US Naval War College), p. 4: "The .S. Naval War College's War Gaming Departmentuses the Perla (1990) definition, which describes w ...
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Hex Map
A hex map, hex board, or hex grid is a game board design commonly used in wargames of all scales. The map is subdivided into a hexagonal tiling, small regular hexagons of identical size. Advantages and disadvantages The primary advantage of a hex map over a traditional square grid map is that the distance between the center of each and every pair of adjacent hex cells (or ''hex'') is the same. By comparison, in a square grid map, the distance from the center of each square cell to the center of the four diagonal adjacent cells it shares a corner with is times that of the distance to the center of the four adjacent cells it shares an edge with. This equidistant property of all adjacent hexes is desirable for games in which the measurement of movement is a factor. The other advantage is the fact that neighbouring cells always share edges; there are no two cells with contact at only a point. One disadvantage of a hex map is that hexes have adjacent cells in only six directions ins ...
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Simulation Publications
Simulations Publications, Inc. (SPI) was an American publisher of board wargames and related magazines, particularly its flagship ''Strategy & Tactics'', in the 1970s and early 1980s. It produced an enormous number of games and introduced innovative practices, changing the course of the wargaming hobby in its bid to take control of the hobby away from then-dominant Avalon Hill. SPI ran out of cash in early 1982 when TSR called in a loan secured by SPI's assets. TSR began selling SPI's inventory in 1982, but later acquired the company's trademarks and copyrights in 1983 and continued a form of the operation until 1987. History Origin and early years Jim Dunnigan had been introduced to Avalon Hill wargames while serving in the U.S. Army in Korea. Upon his return to civilian life in 1964, Dunnigan began to contribute articles to Avalon Hill's house publication '' The General'' and independent wargaming magazine ''Strategy & Tactics''. In one of his contributions to ''The General' ...
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Civilization (video Game)
''Sid Meier's Civilization'' is a 1991 turn-based strategy 4X video game developed and published by MicroProse. The game was originally developed for MS-DOS running on a PC, and has undergone numerous revisions for various platforms. The player is tasked with leading an entire human civilization over the course of several millennia by controlling various areas such as urban development, exploration, government, trade, research, and military. The player can control individual units and advance the exploration, conquest and settlement of the game's world. The player can also make such decisions as setting forms of government, tax rates and research priorities. The player's civilization is in competition with other computer-controlled civilizations, with which the player can enter diplomatic relationships that can either end in alliances or lead to war. ''Civilization'' was designed by Sid Meier and Bruce Shelley following the successes of '' Silent Service'', ''Sid Meier's Pira ...
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