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Re: Cyprus V3.0

Postby Industrial Helix on Sat Jul 17, 2010 4:27 pm

I don't understand how the map works then. Are each territory supposed to have a city on it and is that how the bonus works?

I'm not trying to be nit picky about the graphics, I just don't honestly understand were the cities are to get the bonus.
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Re: Cyprus V3.0

Postby eigenvector on Sat Jul 17, 2010 6:16 pm

So I guess it'll be less confusing to call the "cities" territories. This is, I believe, the standard usage and rightfully so, since by using another term you're impyling there is another sort of object (roghly, a special or "decorated" subset of territories), while there isn't. :!:

Keep up the good work! :D

thenobodies80 wrote:All small details (like cities) will be added in the graphics workshop, for now graphics (and an open mind) are good enough to understand how the map will work imo.
Please try to focus on gameplay for now :)
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Re: Cyprus V3.0

Postby Industrial Helix on Sat Jul 17, 2010 7:33 pm

Ah, so the territories ARE the cities... I gotcha.
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Re: Cyprus V3.0

Postby thenobodies80 on Sat Jul 17, 2010 9:21 pm

I've replaced the word "cities" with "territories" ;)

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Re: Cyprus V3.0

Postby theBastard on Sun Jul 18, 2010 12:56 am

thenobodies80 wrote:I've replaced the word "cities" with "territories" ;)

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sorry, you did not...
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Re: Cyprus V3.0

Postby thenobodies80 on Mon Jul 19, 2010 6:04 am

CTRL+F5, refresh your cache ;)
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Re: Cyprus V3.0

Postby theBastard on Mon Jul 19, 2010 9:00 am

I have it :) . but why so complicated?
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Re: Cyprus V3.0

Postby thenobodies80 on Mon Jul 19, 2010 9:24 am

Oh i've accidentally uploaded the image with the same name used with the previous version and i'm so lazy with this sultriness ;)
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Re: Cyprus V3.0

Postby theBastard on Mon Jul 19, 2010 10:10 am

thenobodies80 wrote:Oh i've accidentally uploaded the image with the same name used with the previous version and i'm so lazy with this sultriness ;)

:lol:
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Re: Cyprus V3.0

Postby Gilligan on Tue Jul 20, 2010 8:50 am

Any other comments on gameplay?
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Re: Cyprus V3.0

Postby Industrial Helix on Tue Jul 20, 2010 9:02 am

I looked hard at the bonuses and they seem spot on. No revisions there I think.

The Game Objective seems silly to me. Essentially you're asking a player to hold all but three territories to win the game. It seems pointless to me to even have a Game Objective.

Why not make the game objective something daring, something almost easy to obtain so that a player must have the game objective firmly in mind every time he takes a turn. Something crazy like "Hold any two Turkish or two Greek districts to achieve victory." Then players have to move fast and always think of whether a player can achieve that. Most victory conditions, it appears to me, are worthless as byt the time a player has gained them the game mights as well be over.

Or just make it standard gameplay, which would work wonderfully.
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Re: Cyprus V3.0

Postby Evil DIMwit on Wed Jul 21, 2010 1:04 pm

Industrial Helix wrote:Most victory conditions, it appears to me, are worthless as byt the time a player has gained them the game mights as well be over.

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Well, you've got a point. And I agree that there's really no need to include a victory condition this demanding in Cyprus.


Also, Famagusta District's bonus should be at most 3. Possibly 2; it does include 5 territories on the Turkish side.
Nicosia District likewise includes 6 territories on the Greek side but it's so large and central that no one's likely to hold it anyway unless they're very much winning.
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Re: Cyprus V3.0

Postby thenobodies80 on Wed Jul 21, 2010 1:53 pm

Industrial Helix wrote:The Game Objective seems silly to me. Essentially you're asking a player to hold all but three territories to win the game. It seems pointless to me to even have a Game Objective.

Evil DIMwit wrote:Well, you've got a point. And I agree that there's really no need to include a victory condition this demanding in Cyprus.


True. i'll remove the objectives. ;)

Evil DIMwit wrote:Famagusta District's bonus should be at most 3. Possibly 2; it does include 5 territories on the Turkish side.
Nicosia District likewise includes 6 territories on the Greek side but it's so large and central that no one's likely to hold it anyway unless they're very much winning.


I'll change Famagusta to +2 (+3 with the turkish bonus)
About nicosia district i don't see problems leaving it as it is now and moreover, like you said, it's not an easy target.
I'll post an uupdate asap.

Nobodies :)
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Re: Cyprus V3.1

Postby thenobodies80 on Mon Jul 26, 2010 3:56 pm

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Changes:
  • Famagusta reduced to +2
  • Objectives removed

Nicosia is no more a key region, i want to leave it neutral but 5 neutral troops seem a bit too much now. Maybe decreasing to 3 or 4? It could help also to make more accessible the nicosia district bonus, i think... :-k
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Re: Cyprus V3.1

Postby Industrial Helix on Mon Jul 26, 2010 6:35 pm

Perhaps neutral 2 like the British bonuses? If not, then I'd favor 3.
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Re: Cyprus V3.1

Postby Evil DIMwit on Mon Jul 26, 2010 7:37 pm

Perhaps bring the other cities down to 3 or 2 as well, since as it is they make it difficult for anyone to gain a bonus and the first person to dig into the neutrals is at a disadvantage holding their new bonus.
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Re: Cyprus V3.2

Postby thenobodies80 on Mon Jul 26, 2010 8:14 pm

Industrial Helix wrote:Perhaps neutral 2 like the British bonuses? If not, then I'd favor 3.

Evil DIMwit wrote:Perhaps bring the other cities down to 3 or 2 as well, since as it is they make it difficult for anyone to gain a bonus and the first person to dig into the neutrals is at a disadvantage holding their new bonus.


it's good for me, here V3.2

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Re: Cyprus V3.2

Postby Industrial Helix on Mon Jul 26, 2010 8:17 pm

Looks good to me, I say sticky this and move on.
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Re: Cyprus V3.2

Postby Evil DIMwit on Mon Jul 26, 2010 8:29 pm

Industrial Helix wrote:Looks good to me, I say sticky this and move on.

Yeah, looks pretty solid.
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Re: Cyprus V3.2

Postby dolomite13 on Sun Aug 01, 2010 3:48 pm

One quick question ... why is the District Bonus for Famagusta only +2 shouldn't it be +4 or +5 at that many territories?

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Re: Cyprus V3.2

Postby natty dread on Sun Aug 01, 2010 5:25 pm

I think +2 is good for it, it is very isolated and only has 3 borders - and one of the borders only borders a killer neutral.

Coupled with the fact that it's easy to combine with Kyrenia to get +4 with 3 borders...
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Re: Cyprus V3.2

Postby thenobodies80 on Mon Aug 02, 2010 2:53 am

Famagusta gives a total of 3 troops if held (+2 district bonus & +1 turkish cities bonus)
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Re: Cyprus V3.2

Postby isaiah40 on Mon Aug 02, 2010 8:24 am

There has been a great improvement since I last poked my head in here. Looking great, so let's get this kicked on over to graphics ;)
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Re: Cyprus V3.2

Postby cairnswk on Mon Aug 02, 2010 7:36 pm

HI guys, this is looking swell...sorry i haven't been into look, but RL has been hectic.
I have been asked to comment from the Surveyors, so here goes...and simply tell me if this has already been covered...
Do you think the map would benefit from a sea-city route (like the British on the southern side) on the northern side; say from Yalousa to Laphitos...even though the northern regions are non-neutral?
Other things i have are graphic, so i'll wait 'til then. :)
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Re: Cyprus V3.2

Postby thenobodies80 on Tue Aug 03, 2010 5:12 am

cairnswk wrote:Do you think the map would benefit from a sea-city route (like the British on the southern side) on the northern side; say from Yalousa to Laphitos...even though the northern regions are non-neutral?


:-k i thought about this possibility (and honestly i don't dislike it), it should open a bit more the game on the turkish side. But for now, since the gameplay looks solid, i prefer to leave it as it is now and keep this possibility as a possibile improvement for the Beta stage if people will find hard move around on that side.

cairnswk wrote:Other things i have are graphic, so i'll wait 'til then.


I'm already working on graphics (an update will be posted as soon as the map will receive the gameplay stamp)...please post your thoughts if you want ;)
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