Conquer Club

Celtic 7 Nations v4.0 [Quenched]!

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Celtic 7 Nations Cornwall

Postby The Bison King on Tue Jul 06, 2010 1:41 pm

Post by Sniper08 Ā» Tue Jul 06, 2010 8:18 am

MarshalNey wrote:
2) Cornwall. Something needs to be done here, I think, especially if the Isle of Mann is left to open deployment. The only thing worse than easily droppable bonuses are imbalanced ones, and Cornwall is way harder to hold than the Isle of Mann, yet has the same measly +1. At the same time, Cornwall is also very likely to be dropped... and +2 is an even bigger gamebreaker. I smell a conundrum, for which I have no easy solution.



I agree ,something needs to be done about Cornwall and adding an extra territory will make it harder to obtain on the drop.


Yes Cornwall is sort of a "special" bonus and by "special" I kind of mean "Shitty". Which I think is kind of fine, it's not like every bonus has to be a strategic gold mine but here's what I got. Step 1 is Erasing the connection between Leinster and Devon. Step 2 is adding a connection from Domnonee straight to Stonehenge. This will prevent Cornwall from being quite the Crossroads that is now, and will give players another way around it. This will also prevent it from acting as a southern choke point (you can defend 3 bonuses with Celtic sea and Devon). I'm going to try and resist adding a territory to the bonus but I could be convinced with the right argument.
Last edited by The Bison King on Tue Jul 06, 2010 1:53 pm, edited 1 time in total.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.1

Postby The Bison King on Tue Jul 06, 2010 1:42 pm

P.S. If you just came straight to this page, please read the last post on page 4 for it is new as well ;)
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.1

Postby MarshalNey on Wed Jul 07, 2010 3:44 am

The Bison King wrote:Yes Cornwall is sort of a "special" bonus and by "special" I kind of mean "Shitty"...


hee. :D

Well, if you're williing to make the Isle of Mann, et. al, start neutral, Cornwall isn't so bad in comparison if left to open deployment. So then, it'll be hard to hold and undervalued, but non-neutral which will lessen its fugliness for players.

The Bison King wrote:... here's what I got. Step 1 is Erasing the connection between Leinster and Devon. Step 2 is adding a connection from Domnonee straight to Stonehenge. This will prevent Cornwall from being quite the Crossroads that is now, and will give players another way around it. This will also prevent it from acting as a southern choke point (you can defend 3 bonuses with Celtic sea and Devon).


Sounds good... very good, actually.

The Bison King wrote: I'm going to try and resist adding a territory to the bonus but I could be convinced with the right argument.


You will get no such argument from me (yet).
User avatar
Captain MarshalNey
 
Posts: 781
Joined: Mon Sep 28, 2009 9:02 pm
Location: St. Louis, MO

Re: Celtic 7 Nations v1.1

Postby theBastard on Wed Jul 07, 2010 8:29 am

now it looks nice. just change Circinn and Goddodin...
User avatar
Corporal 1st Class theBastard
 
Posts: 994
Joined: Sat Jan 09, 2010 9:05 am

Re: Celtic 7 Nations v1.2

Postby The Bison King on Fri Jul 09, 2010 1:32 am

Click image to enlarge.
image


Click image to enlarge.
image


Changes:

added neutral territories (not visible check home page for specifics)

Raised Wales to +3

Removed Leinster-Devon sea connection

Added Domnonee-Stonehenge connection

now it looks nice. just change Circinn and Goddodin...


I forgot to do it on this draft but you are right and I'll fix that on the next one ;)
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.2

Postby mattattam on Fri Jul 09, 2010 3:59 am

I think Stonehenge and Isle of Man should start neutral 3 instead of 2. They are already the subject of a lot of attention in this map and the bonus' you get from them shouldn't be so easy.
Major mattattam
 
Posts: 302
Joined: Sat Jun 20, 2009 3:54 am

Re: Celtic 7 Nations v1.2

Postby Sniper08 on Fri Jul 09, 2010 5:10 am

1) Now brittany is undervalued with that added connection ,3 territories to defend with only +2 bonus. Moribhan to Asturias seems a unneccessary connection ,if you remove it ,i think that will balance the bonus.

2)
Added Domnonee-Stonehenge connection


This is a good connection as it will stop the south from becoming easily defended from 2 territorys to 3 now.
Image
User avatar
Colonel Sniper08
SoC Training Adviser
 
Posts: 1703
Joined: Tue Dec 09, 2008 12:58 pm
Location: Dublin,Ireland

Re: Celtic 7 Nations v1.2

Postby Industrial Helix on Fri Jul 09, 2010 11:21 am

The number one thing I dislike about this map are all the straight dotted lines. There has to be a better way of making this map and I say this now because I think you should consider something different for the gameplay besides the usual sea connections.

What if you had massive territories, like Celtic Sea, that bordered the celtic land territories, like Munster or what have you... sorry to draw all over you're pretty map, but I think an illustration might show you better what I mean.

Click image to enlarge.
image
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
User avatar
Cook Industrial Helix
 
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Location: Ohio

Re: Celtic 7 Nations v1.2

Postby The Bison King on Fri Jul 09, 2010 4:41 pm

The number one thing I dislike about this map are all the straight dotted lines. There has to be a better way of making this map and I say this now because I think you should consider something different for the gameplay besides the usual sea connections.

What if you had massive territories, like Celtic Sea, that bordered the celtic land territories, like Munster or what have you... sorry to draw all over you're pretty map, but I think an illustration might show you better what I mean.


Hmm... I must confess I'm not a very big fan of this suggestion. The Gameplay aspect at least. I will completely agree that the dotted lines are substandard visually and that is something that I will address later in Graphics. I'm putting a lot of thought into what territories attack what territories, and there's been a lot of discussion too. We've been very careful and selective when it comes to picking territory connections. The gigantic sea territories I think take away from that. They make everything too interconnected and I think it really get's away from what this map is all about. The function of the sea territories you suggest is already being filled by territories like the Celtic Sea, Stonehenge, and the Isle of mann, but with those territories I can be a little more reserved about what attacks what, and why.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.2

Postby The Bison King on Fri Jul 09, 2010 5:06 pm

Besides I really like the web of connections :) I think it makes the whole thing really interesting and I wouldn't be surprised if a lot of others felt the same way. But any way I'll make the actual connections look way cooler later on in graphics don't worry about that ;)
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.2

Postby MarshalNey on Fri Jul 09, 2010 7:28 pm

The Bison King wrote:Besides I really like the web of connections :) I think it makes the whole thing really interesting and I wouldn't be surprised if a lot of others felt the same way...


<raises his hand>

I'm not a big fan of seas as normal land regions. It messes up the gameplay, and what's more the open interconnectedness (I'm using a Don King word here) is not even really accurate except in the modern sense. In the time frame this map uses, sea paths were generally very specific, well-charted if possible and hugged the coastline depending on how good one's shipbuilding skills were.

I've never really understood the prejudice against dotted lines (or lines in general) as long as they were clear. I suppose it's an aethetic thing that doesn't offend me in the same way that it does others.
User avatar
Captain MarshalNey
 
Posts: 781
Joined: Mon Sep 28, 2009 9:02 pm
Location: St. Louis, MO

Re: Celtic 7 Nations v1.2

Postby Industrial Helix on Fri Jul 09, 2010 9:53 pm

I really hate line connectors and totally find them unclear. It might be a me thing, though cause I've found a couple of people who seem to think they're fine. I can't play something with too many lines, especially without BOB... for some reason I have a decent time on Rt. 66 though.

Anyway, i just thought it looked way ugly and wanted to suggest before gameplay was solidified.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
User avatar
Cook Industrial Helix
 
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Location: Ohio

Re: Celtic 7 Nations v1.2

Postby natty dread on Fri Jul 09, 2010 10:33 pm

I agree with IH to an extent - personally I have nothing against line connections, they work fine for many maps, but there are just too many lines here.

What you could do is, make the sea territories like in IH:s suggestion, but add port icons to the land territories that border them, and no icons to territories that don't. This way you could keep the gameplay as it is and reduce the cluttering lines.

Of course you would have to keep the lines where two land territories connect directly, but either way this would reduce the amount of lines to a tolerable level.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Celtic 7 Nations v1.2

Postby The Bison King on Sat Jul 10, 2010 1:33 am

I don't really see an actual problem here. This is more like a voicing of personal opinions. The connections are fine. No ones given an actual reason to add ports or sea territories other than a visual preference. We can work on the way it looks later. Right now I'm focused on what specific territories connect to which and why. The sea connections I've been using have been working great for this. I have a lot of reasons for what connects to what. Feel free to ask me, I'll back it up. I'm not going to add ports because this map takes place in a time before major cities. Remember we are dealing with tribes with limited sea fairing abilities.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.2

Postby natty dread on Sat Jul 10, 2010 6:23 am

Fair enough. I'll try to take a peek at the gameplay when I have a spare moment.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Celtic 7 Nations v1.2

Postby The Bison King on Sun Jul 11, 2010 4:42 pm

I plan on doing a new draft soon, but I've been really busy lately so I haven't had time. If you want something to discuss I'm trying to decide if Ireland would be more effective as a 7 territory bonus worth +4 or a 8 territory bonus worth +5? 7 for 4 would be easier to take, but there wouldn't be a really powerful bonus to take on the map. 8 for 5 would make it a really important bonus but it might be to hard to take and would be ignored until the end game.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.2

Postby Evil DIMwit on Sun Jul 11, 2010 8:54 pm

The Bison King wrote:8 for 5 would make it a really important bonus but it might be to hard to take and would be ignored until the end game.

8 territories is not that hard to take, especially given the multiple small bonuses all around.
Then again, it's a very small map, so the games will be short.
At any rate, I think 5 for 8 is better than 4 for 7.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

Re: Celtic 7 Nations v1.2

Postby MarshalNey on Mon Jul 12, 2010 12:48 am

Evil DIMwit wrote:At any rate, I think 5 for 8 is better than 4 for 7.


Seconded.
User avatar
Captain MarshalNey
 
Posts: 781
Joined: Mon Sep 28, 2009 9:02 pm
Location: St. Louis, MO

Re: Celtic 7 Nations v1.2

Postby The Bison King on Fri Jul 16, 2010 12:09 am

I'll be back on this next week.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.3

Postby The Bison King on Mon Jul 19, 2010 5:53 pm

I'm Back!

Click image to enlarge.
image


Click image to enlarge.
image



I changed Dyfeds connection to Cornwall(bonus) from Devon to Cornwall(territory). Why? Because before there was equal pressure being applied on both of cornwalls territories. Now 3 territories attack Cornwall while only one attacks Devon. This essentially creates a front and back door to the Cornwall bonus.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.3

Postby Evil DIMwit on Mon Jul 19, 2010 6:59 pm

Why does Powys start neutral, and not, for example, Devon? It seems the Cornwall bonus would be a better candidate for a bonus drop block.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

Re: Celtic 7 Nations v1.3

Postby The Bison King on Mon Jul 19, 2010 8:04 pm

Why does Powys start neutral, and not, for example, Devon? It seems the Cornwall bonus would be a better candidate for a bonus drop block.


Because I want Wales to be worth +3, I think it was you who was telling me that that would be too high for a bonus you could potentially land on the drop. I see what you are saying about making a territory on cornwall start neutral. I'd have to do some mathe to find out if adding a neutral will screw up the numbers too much. If so, I'll have to come up with some creative thinking. That or we remove the neutral on Powys at the risk of a player maybe starting with wales to block the likely event that a player starts with Cornwall.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.3

Postby Evil DIMwit on Mon Jul 19, 2010 8:32 pm

Ah, I see. Well, 7p games would start with a lot of neutrals with 27 deployable territories; that's about the worst of the danger. If you don't like that, you can add another territory somewhere. It's also possible that the possibility of dropping 1 bonus isn't so bad, though I don't know that there's another map this small that allows for that so easily.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

Re: Celtic 7 Nations v1.3

Postby The Bison King on Tue Jul 20, 2010 9:15 am

Ah, I see. Well, 7p games would start with a lot of neutrals with 27 deployable territories; that's about the worst of the danger. If you don't like that, you can add another territory somewhere. It's also possible that the possibility of dropping 1 bonus isn't so bad


If so I don't think Cornwall would be a bad one for a risk of potential auto deploy, since it's not very powerful, centrally located, so easily removed. Also there always is the option of adding a territory to Cornwall.

though I don't know that there's another map this small that allows for that so easily.


Netherlands.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros

Re: Celtic 7 Nations v1.3

Postby Evil DIMwit on Tue Jul 20, 2010 10:51 am

The Bison King wrote:
though I don't know that there's another map this small that allows for that so easily.


Netherlands.


Yeah, that's about right. Cornwall is a bit less connected/central than Utrecht is but the scale is about the same. On the other hand, Utrecht has less clear expansion potential, while Cornwall sits next to two relatively small bonus areas as well as Stonehenge's auto-deploy. Next to Stonehenge, the extra troop could be a fairly meaningful advantage early on. Then again, the same is true (to a lesser extent) of Brittany...

I would increase Stonehenge's starting neutral to at least 3, quite possibly 4.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users