TaCktiX wrote:I really like what I see, no kidding. You've put a lot of thought and work into it already, which is going to pay off dividends as your map gets closer to quench. Could you please edit your Design Briefed map title into the topic title and note what pages the most recent version is on? Official policy to ease feedback by folks.
porkenbeans wrote:...The only thing that needs some attention is the mountains.
The bonus Hnal (I think that's how you spell it) at 4 is way too much. The whole map will revolve around taking this single territory to get a bonus of 4. It terms of gameplay that being a bonus of 4 or even a bonus of 2 ruins it for me. I think you could get away with it being a bonus of 2 but 1 seems plenty. Perhaps expand that Hnal to two territories and keep it a bonus of 2 or less.
Sorry if this has already been brought up, but, the size is way to big. It needs to be no larger than 840x800
The Bison King wrote:Wow, a lot of good responses.The bonus Hnal (I think that's how you spell it) at 4 is way too much. The whole map will revolve around taking this single territory to get a bonus of 4. It terms of gameplay that being a bonus of 4 or even a bonus of 2 ruins it for me. I think you could get away with it being a bonus of 2 but 1 seems plenty. Perhaps expand that Hnal to two territories and keep it a bonus of 2 or less.
The bonus is called "Ifnal" I'll try to make that more clear, or I might change it. That's definitely the territory that I have changed around the most. It's interesting, because if I you can build off that start building off that far western corner early enough you can defend a lot of territory with very little effort, but at the time, this is easy to recognize so it usually stays contested most of the early part of the game. We tried reducing it to 3 once, that worked ok. Another thing we tried is having that island "caspiar" hook up to the far western territory "Ionsfee". That actually made it kind of a pain in the ass to hold. It sort of works, but if we did that, it should stay worth 4. Over all I see you're concern that "he who controls that bonus controls the game" it definitely is a strategy that can work, but it isn't the only one. I've played 6 games on this map, 2 games were won that way, the other 4 were not.
Hmmm, I see you point about the western corner. All the same if I were playing this game and was next to Ifnal that's what I would go for every time. What if you make Ifnal start neutral 4-6. That way it's harder to conquer but is still a factor in the game that can be utilized. 5 neutral to me is perfect, but I think you might prefer less. At the very least this should start neutral if it doesn't already, someone getting a drop with a bonus of 4 to start is ridiculous.
The Bison King wrote:
hmmm... that's a thought, however that might be too much if every territory was neutral. Keep in mind no one starts with that bonus automatically. How about this. We bump the Ifnal bonus down to 3 and start Rolloland out as a neutral territory with 5 neutrals on it.
Yes, I have already mentioned that some of the territs are way too small. You have plenty of room, so just do some redrawing, and make them larger. This one detail is the only bad thing about this map. Otherwise, it is absolutely gorgeous.Industrial Helix wrote:I'd like to see some numbers on the map because I think the small map, and some places on the large map, are too tight to fit numbers. The map must accommodate most of the name plus the numbers.
I think if you fiddle with the names and borders you can make it happen. This should help as well:
Nice eye IH,Industrial Helix wrote:What if a territory on either end of the rail could use the rail to move troops and attack the end station, similar to the use of rails in the late 19th and early 20th century?
The numbers are a good addition and I see that the only major problems you have are the micronations, like Azuran, Illania and Alus. The islands are unrecognizable with numbers, but perhaps those could be moved off the island, similar to what I did on Italian Unification. I'd highly recommend redrawing the micronation borders or doing away with them altogether.
The small map is overly cramped, perhaps with a little photoshopping you could expand the size of the land and shrink the sea some. I don't know how you're going to fit he rails on there as well.
I'd also like to see some sort of resources or factories, rails are a good start though.
I'd also like to suggest that maybe, given the graphical feel of the map, that industrial era might not be the best theme for this map. Maps like Research and Conquer carry the industrial theme much better, with a steampunk sort of feel to the graphics. This map speaks more like tribal or ancient empires to me. A land with a more mythical quality than coal and iron... plus the sail ship, versus steamers, helps to drive this feel. Perhaps you ought to take it in that direction?
I want Dalmus to still be able to act as a barrier. What's the point of having a barrier between two bonuses if you can just go right past it?
However that is a problem that is easily fixed by just redrawing the path with a break with it, and have a little note about it. I'll do a new draft soon, it'll make sense. So really I am quite content with this.
I think you should remove the +5 route in the north and move the +2 rail that runs from [Arleus - Denmarn] run from [Denmarn - Northern Frontier] instead. That way you have a rail in every country and it doesn't take up as much space as the +5 rail. Also it wont get in the way of the names of the territories up north.
Lastly I think your +1 route [Hellengar - Theraland] is too low of a bonus. It runs through 5 territories at the moment. I think you should make this +2 and I don't think it should run through Iskul. 4 territories is enough and if you don't have it go through Iskul it won't block out the name of the Tuskaroja territory.
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