[Vacation - valid untillJune 2014] Classic Cities: Cairo

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[Vacation valid until Sept 2013] Classic Cities: Cairo

Postby koontz1973 on Sat Mar 02, 2013 2:41 am

Bung this on vacation for a while please guys. I am having trouble finding the time to work on it. Should get back to it in a few months though.
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Re: Classic Cities: Cairo [9/2][V13][P1/7]Vacation please.

Postby isaiah40 on Sat Mar 02, 2013 9:56 am

[Moved]

At the request of the mapmaker, this map has been placed on vacation for a period of 6 months. After the 6 months the map will be considered Abandoned. If the mapmaker wants to continue with the map, then one of the Cartographer Assistants will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

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Re: * [Vacation - valid till Sept. 2013] Classic Cities: Cai

Postby koontz1973 on Sat Sep 14, 2013 11:24 am

Amazing what a bit of time away can give. Next version of this map has no real gameplay changes from previous versions but I have taken what cairns said and reduced the region count a bit, giving some breathing room to the centre of the map.

New look for the board.
Changed colours for the borders.
New font.
Glows.
And more. ;)

Lets bring this one out and get it moved on up please. :D
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Re: * [Vacation - valid till Sept. 2013] Classic Cities: Cai

Postby isaiah40 on Sat Sep 14, 2013 12:36 pm

Bunged on up!!
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Re: Classic Cities: Cairo [14/9] Page 1/8

Postby koontz1973 on Sat Sep 14, 2013 12:39 pm

isaiah40 wrote:Bunged on up!!

Thank you.

Now let the fun begin ian. O:)
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Re: Classic Cities: Cairo [14/9] Page 1/8

Postby koontz1973 on Sun Sep 15, 2013 12:43 am

Here are the gameplay notes for all games. The map would need to be limited to 8 players now as some regions have been removed.

Conditional borders depend on amount of territs held by players.
Using starting positions, I will limit the neutrals on the map for 2 player games. All regions not coded neutral at the start will be part of this system (1982 map has it like this). A max of 11 will be handed out. So all not handed out will always start as a neutral 3.
  • 2 players = 11 regions
  • 3 players = 8 regions
  • 4 players = 6 regions
  • 5 players = 5 regions
  • 6 players = 4 regions
  • 7 players = 3 regions
  • 8 players = 3 regions
Minarets
    Winning Condition, Neutral 2, 5 in total.
Urns
    Bonus Multiplier, Neutral 1, 5 in total (so only one player can have it).
Bonuses
    These are based on the system set up in Austrum and Vertex. Hold 4 connected regions to get a +1. This will ensure a fair drop but will also dramatically alter the bonuses when players go from one conditional border to the next.
As discussed before.
    The conditional borders will work on a system of continents. 4 will be made with every territory named in and a requirement of ???. These will be named as All borders open, Red borders open, Blue borders open.
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Re: Classic Cities: Cairo [14/9] Page 1/8

Postby koontz1973 on Sat Sep 28, 2013 9:33 am

Only a clean up of the legend and other parts of the map.
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby Bruceswar on Mon Sep 30, 2013 2:56 am

I thought we were trying to get away from the floating blob? Looks nice otherwise.
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby koontz1973 on Mon Sep 30, 2013 3:41 am

Bruceswar wrote:I thought we were trying to get away from the floating blob? Looks nice otherwise.

I kept trying different ways and in the end, I kept coming back to this. It may not be the most visually stunning piece of work but it is something that I like and the game play should more than make up for it.
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby Industrial Helix on Sun Oct 06, 2013 12:25 pm

I'm liking it so far. But I'm a little disappointed that the most iconic site in Cairo is missing from this map.

What if the pyramids were a sort of key to unlock the borders for the duration of the turn? Make it a killer neutral too. For example, let's say I have 15 territories, so red borders are locked, I snag Giza from the north and then all borders are open. For the duration of that turn, I am free to move about the map and do whatever. Next round Giza reverts to neutral 3 and I've lost my ability to move across the city as I please.

Just an idea.
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby koontz1973 on Sun Oct 06, 2013 12:39 pm

Industrial Helix wrote:I'm liking it so far. But I'm a little disappointed that the most iconic site in Cairo is missing from this map.

What if the pyramids were a sort of key to unlock the borders for the duration of the turn? Make it a killer neutral too. For example, let's say I have 15 territories, so red borders are locked, I snag Giza from the north and then all borders are open. For the duration of that turn, I am free to move about the map and do whatever. Next round Giza reverts to neutral 3 and I've lost my ability to move across the city as I please.

Just an idea.

So how would that work, considering Giza is all the way to the left of the map? What regions could attack it? I do like the idea of having a key to unlock the map, maybe the pyramids of to the side, killer as you said but higher. Any region can attack it. Make the neutral high enough to stop early rounds getting it. Nope, I like it a lot now after typing this. Expect this on the map late tomorrow. Thanks IH. really nice idea.
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby koontz1973 on Wed Oct 09, 2013 12:25 pm

koontz1973 wrote:
Industrial Helix wrote:I'm liking it so far. But I'm a little disappointed that the most iconic site in Cairo is missing from this map.

What if the pyramids were a sort of key to unlock the borders for the duration of the turn? Make it a killer neutral too. For example, let's say I have 15 territories, so red borders are locked, I snag Giza from the north and then all borders are open. For the duration of that turn, I am free to move about the map and do whatever. Next round Giza reverts to neutral 3 and I've lost my ability to move across the city as I please.

Just an idea.

So how would that work, considering Giza is all the way to the left of the map? What regions could attack it? I do like the idea of having a key to unlock the map, maybe the pyramids of to the side, killer as you said but higher. Any region can attack it. Make the neutral high enough to stop early rounds getting it. Nope, I like it a lot now after typing this. Expect this on the map late tomorrow. Thanks IH. really nice idea.


I am having trouble getting this to work Giza is not well connected so not suitable to have as an area that can attack the map. Anyone got any ideas on this or should I leave it now?
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby Bruceswar on Wed Oct 09, 2013 3:11 pm

It has to be worked in and you need to get rid of the floating blob look... Make it seem as if it is on a map!
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby koontz1973 on Wed Oct 09, 2013 11:15 pm

Bruceswar wrote:It has to be worked in and you need to get rid of the floating blob look... Make it seem as if it is on a map!

It doesn't have to be worked in and I do not need to get rid of the blob look. ;)

Bruce, I am having trouble getting it in so if you have a suggestion on how, let me know. O:) I spent 2 whole days trying to get it to work and nothing to show for it. :(

As for the blob look, I like it. Always have and always will. And considering no one else is doing it, it does not make it a bad look.
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Re: Classic Cities: Cairo [28/9] Page 1/8

Postby Bruceswar on Thu Oct 10, 2013 12:36 am

There is a reason nobody else is doing it ;) I wish I knew how to them in for you, but I do not. If they cannot be worked in then I am sure people would be ok without them in.
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