Re: 1v1: Promontory Summit [10.3.14] BETA

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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby Seamus76 on Tue Dec 11, 2012 11:16 pm

A map like this, you know, some times you just want to roll the dice, and not think about all the other stuff. Ahh, but there is other stuff...deciding when to attack, how much to attack, when to stop, etc. are all strategies. To say there is no strategy or this is just neutral bashing is like saying Treasures of Galapagos is the same way, which we all know it is not.
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby LLLUUUKKKEEE on Wed Dec 12, 2012 1:12 am

Seamus76 wrote:A map like this, you know, some times you just want to roll the dice, and not think about all the other stuff. Ahh, but there is other stuff...deciding when to attack, how much to attack, when to stop, etc. are all strategies. To say there is no strategy or this is just neutral bashing is like saying Treasures of Galapagos is the same way, which we all know it is not.

I agree totally, plenty of maps have killer nuetrals and people like them.
We do need a 1v1 map, i.e. a race. I understand your theme based on only 1 route to travel and it will work. Yes it will involve strategy as to say stack on Promontory Points or attack.

And I think auto deploy on sacremto and Omaha would be great.
I can see this being a great advantage to players who dont miss ther turn (purpose or not).

And i am sick of the complicated maps( waterloo, stalingrad etc). This is a quick fire fun map.

Well done cairnswk......................... again!
It's your turn...................................
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Re: Race to Promontory Point [11.12.12] V1 - Draft

Postby Oneyed on Wed Dec 12, 2012 1:29 am

cairnswk wrote:random deployment? i guess you mean the 3 troops deployed at beginning of your turn...at bottom of map...maximum deploy is +1, not +3....so you can only deploy +1.


no. I mean if you get +2 for Sacramento - Reno, or if each station gets +2 auto.

I agree that all maps are based on lucky. yes also strategy is important on some maps, but it is still lucky for example if you can not beat 3 troops with 11...

the bonus structure is unbalanced, I think. because this is 1v1 game and because strategy here has low role add to each player the same (or very similar) position.

Sacramento-Reno: 7 regions to beat, 21 neutrals. then you get +16 units.
Omaha-Chayenne: 8 regions to beat, 19 neutrals. here you get +9 units.

the big difference, I think.

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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby koontz1973 on Wed Dec 12, 2012 1:41 am

Alright cairns, make sure you send a PM to nobodies for 1v1 approval then. Seems like a few want this in the stable of maps.
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby Funkyterrance on Wed Dec 12, 2012 1:50 am

If this was just another rail map I would totally agree that it would be a waste of energy but yeah this one looks very interesting/unique to me. Besides, there's this weird psychological thing about attacking neuts that makes you sometimes abandon your reason since they aren't actual players. It takes composure to fight neuts!
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby codierose on Wed Dec 12, 2012 7:37 am

not sure they had spies in them days could it be raiding Indians or train robbers just thoughts
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby cairnswk on Wed Dec 12, 2012 8:50 am

codierose wrote:not sure they had spies in them days could it be raiding Indians or train robbers just thoughts


Because of the nature of the way money was given to the companies building the railroad, they were sometimes known to sabotage each other's railroads to claim that land as their own.
- Perkins, J. R. (2003). "CENTRAL PACIFIC–UNION PACIFIC RACE". Encyclopedia.com. Retrieved 2010-04-24 for inclusion in Wikipedia

From the beginning, then, the building of the transcontinental railroad was set up in terms of a competition between the two companies...

Dangers and Difficulties

After General Grenville Dodge, a hero of the Union Army, took control as chief engineer, the Union Pacific finally began to move westward in May 1866. The company suffered bloody attacks on its workers by Native Americans--including members of the Sioux, Arapaho and Cheyenne tribes--who were understandably threatened by the progress of the white man and his "iron horse" across their native lands. Still, the Union Pacific moved relatively quickly across the plains, compared to the slow progress of their rival company through the Sierra. Ramshackle settlements popped up wherever the railroad went, turning into hotbeds of drinking, gambling, prostitution and violence and producing the enduring mythology of the "Wild West."

In 1865, after struggling with retaining workers due to the difficulty of the labor, Charles Crocker (who was in charge of construction for the Central Pacific) began hiring Chinese laborers. By that time, some 50,000 Chinese immigrants were living on the West Coast, many having arrived during the Gold Rush. This was controversial at the time, as the Chinese were considered an inferior race due to pervasive racism. The Chinese laborers proved to be tireless workers, and Crocker hired more of them; some 14,000 were toiling under brutal working conditions in the Sierra Nevada by early 1867. (By contrast, the work force of the Union Pacific was mainly Irish immigrants and Civil War veterans.) To blast through the mountains, the Central Pacific built huge wooden trestles on the western slopes and used gunpowder and nitroglycerine to blast tunnels through the granite.

http://www.history.com/topics/transcontinental-railroad
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby nolefan5311 on Wed Dec 12, 2012 9:00 am

Just a quick note cairns, the actual junction of the two railroads was called Promontory Summit.
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby cairnswk on Wed Dec 12, 2012 9:10 am

nolefan5311 wrote:Just a quick note cairns, the actual junction of the two railroads was called Promontory Summit.

yes i noticed, i'll change that :)
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby cairnswk on Wed Dec 12, 2012 2:10 pm

Seamus76 wrote:A map like this, you know, some times you just want to roll the dice, and not think about all the other stuff. Ahh, but there is other stuff...deciding when to attack, how much to attack, when to stop, etc. are all strategies. To say there is no strategy or this is just neutral bashing is like saying Treasures of Galapagos is the same way, which we all know it is not.

Yes, there's a couple of maps where neutral bashing is required, and i agree, there is some strategy involved.
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby cairnswk on Wed Dec 12, 2012 2:12 pm

LLLUUUKKKEEE wrote:...
And I think auto deploy on sacremto and Omaha would be great.

Considered LLLUUUKKKEEE!


And i am sick of the complicated maps( waterloo, stalingrad etc). This is a quick fire fun map.
Well done cairnswk......................... again!

Ah LLLUUUKKKEEE, you've mentioned my maps there OUCH!. but you are right, a little change-up will be good. :)
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Re: Race to Promontory Point [11.12.12] V1 - Draft

Postby cairnswk on Wed Dec 12, 2012 2:15 pm

Oneyed wrote:
cairnswk wrote:random deployment? i guess you mean the 3 troops deployed at beginning of your turn...at bottom of map...maximum deploy is +1, not +3....so you can only deploy +1.


no. I mean if you get +2 for Sacramento - Reno, or if each station gets +2 auto.

OK I understand. well at present those are on the map, but that will prob change in gameplay

I agree that all maps are based on lucky. yes also strategy is important on some maps, but it is still lucky for example if you can not beat 3 troops with 11...

you mean it is unlucky Oneyed. i had that happen quite a few times.

the bonus structure is unbalanced, I think. because this is 1v1 game and because strategy here has low role add to each player the same (or very similar) position.
Sacramento-Reno: 7 regions to beat, 21 neutrals. then you get +16 units.
Omaha-Chayenne: 8 regions to beat, 19 neutrals. here you get +9 units.
the big difference, I think.
Oneyed

as stated, that will change. :)
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby cairnswk on Wed Dec 12, 2012 2:16 pm

koontz1973 wrote:Alright cairns, make sure you send a PM to nobodies for 1v1 approval then. Seems like a few want this in the stable of maps.

thank-you koontz.
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Re: Race to Promontory Point [12.12.12] V2 - With Spies

Postby cairnswk on Wed Dec 12, 2012 2:17 pm

Funkyterrance wrote:If this was just another rail map I would totally agree that it would be a waste of energy but yeah this one looks very interesting/unique to me. Besides, there's this weird psychological thing about attacking neuts that makes you sometimes abandon your reason since they aren't actual players. It takes composure to fight neuts!

Yes, and i have found that itr usually takes a lot more troops to conqeur them ;)
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Re: Race to Promontory Summit [13.12.12] V3 - With Indians

Postby cairnswk on Wed Dec 12, 2012 4:06 pm

Version 3....adding a few options for Indian attacks.

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