tvremote wrote:What I really like about this map is how the different themes blend together a little bit. Along that vein I think it would be interesting if you added a newton bonus for the part of seascape outlined in yellow. TBH I thought it was part of newton originally because of the outline. I don't know if that would make seascape too overpowered, but it would be cool to have that little bit of blending of the themes.
Evil DIMwit wrote:I don't think there's really a point. From a gameplay standpoint, a single auto-deploy or 1-bonus territory doesn't fit very well with the Oasis-like mechanics; from a thematic standpoint, there's not really a reason to put a factory in the middle of the desert. I mean, the helicopter pad is already kind of stretching it.
Evil DIMwit wrote:Newtown:
I'm not sure if it's clear that to get a bonus in Newtown you have to hold every territory of the corresponding color. I need a way to state that more succinctly, though.
Evil DIMwit wrote:Enclave:
I might increase Barley to 3. Meadow might be worth 4, maybe.
Evil DIMwit wrote:Aeternum:
Yes, castles count in region calculations, just as they do in Feudal War.
Evil DIMwit wrote:Fahrenheit:
To get to the Oases, you need to break through some neutrals, so I want them a bit overvalued.I'm thinking something like 3 for every oasis territory, 3 for every desert territory one away from the twins, 2 for the next layer, and 1 for the next layer (maybe 2 for FL3).
The brown lines are pretty much just there to delineate which region of the desert corresponds to which Classic territory, and accordingly separate the regions that the letter codes refer to.
Evil DIMwit wrote:Oasis is not all neutral 1s. They do get higher as you get closer to the Grand Oasis.
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