Dukasaur wrote:I love this map. I'm glad you're reviving it!
ConfederateSS wrote:Hi,Oneyed..I hope you don't mind...me chiming in..I love this map also..I told you once about the rail system.I think you made it awesome.
ConfederateSS wrote:I like the idea of ship battles..
ConfederateSS wrote:But one thing..instead of Sinai..wouldn't the Port of Aqaba..be better.That was a major phase in the Desert war..As seen in the movie. Laurence of Arabia.Aqaba was important after The Ottomans built the Hejaz railway that connects the Port.To Damascus and Media.Also had Guns facing The RED SEA,like the British had at Girbraltar..
ConfederateSS wrote:Thank You Kindly ..for your work on it..I hope it all works out..ConfederateSS..out!!!!!!!!!!!!!
Oneyed wrote:Red Army will start with 999 neutral. after round 10 reverts to 1 neutral. also all Dashed regions reverts from players troops to 1 neutral.
Oneyed wrote:in previous versions there are ships and battles between them instead Sea in current version. my question is what is better?
iancanton wrote:the red army region is a neat solution!
iancanton wrote:when we say reverts on a map legend, we are usually talking about killer neutrals (for example our sea regions). in this case, do u mean at start of round 11, shaded regions become 1 neutral? or do u want the shaded regions to become killer single neutrals?
iancanton wrote:in round 11, if someone holds a central power, moscow and russia province, does he receive +1 for holding 2 regions of an opposite power?
iancanton wrote:i like the killer sea regions for clarity of gameplay, though the ships also work well for me and look better thematically.
iancanton wrote:germany, in particular, must have a much bigger bonus, maybe +8. it is in the middle of the map, so can be attacked by four major powers. in a multi-player game, germany will almost always be the least popular bonus because of this, while the ottoman empire and soviet union will be good places to hide while everyone else attacks each other.
iancanton wrote:add ireland to the british empire, to make this bonus more difficult to attain. this is necessary because the british empire is on the edge of the map and relatively isolated.
iancanton wrote:some provinces have two name labels, for example hanover saxony and prussia poland. what does this mean?
iancanton wrote:only a minority of province names, for example scotland and lithuania, make geographical sense. part of the reason is that, especially in western europe, the actual provinces are smaller than the divisions shown, most of which do not really have proper names.
iancanton wrote:for this reason, i suggest that u remove all province boundaries, leaving only one province for each major power (except the british empire because of egypt), plus capital city and towns. if u do this, then u'll have to increase the number of towns, with movement being similar to the csfr map.
Oneyed wrote:here are two maps of the same game. map uses new xml feature stages. there are two maps of Europe (map 1 starts before The Great War, map 2 starts during war), each has different gameplay, situations and features.
map 1: its year 1914, the Europe is close before World War 1 (The Great War). there are three types of states (members of Tripple Aliance, members of Triple Entete, neutral states). the goal is to unite one of them, take another capital and then "move" to map 2. because its still peace in Europe there are no armies or fleets in map 1, but borders between stats are open and railway become more important.
map 2: its year 1915, the war lasts more as year. old alliances are replaced by new ones, neutral countries also entered war. old railway between states are broken, borders are closed by trenches where stay armies. one way attack from map 1 to map 2 is through capitals, so on them map 2 you started only with capital, while the rest regions are neutral. the map also follows historic event - October Revolution in Russia. for victory gain objective or destroy your opponents.
bigWham wrote:well it's looking good. the idea of the map changing as the game (and the story of the war) unfolds is cool... makes for feel like you're part of something more real... but yes, it makes itmore complex.
bigWham wrote:maybe you have different thought, but here is an idea:
certain terits can go from map1->map2, say berlin1->berlin2, paris1->paris2, etc... but until a certain round (say round 10) all map2 terits are 1000 neutral. then on round 10, all map2 terits become neutral 1, so the map becomes accessible. on another later round, say round 15, all map1 terits become 1000 neutral, so if you don't move them you will lose them.
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