MrBenn wrote:If you were to code the cities as neutrals, then the remaining cities wouldn't be allocated to anybody.
MrBenn wrote:I still think the red/brown regions are quite isolated, and easier to hold than anywhere else
mibi wrote:the white territory lines seem a little off.
oaktown wrote:MrBenn wrote:If you were to code the cities as neutrals, then the remaining cities wouldn't be allocated to anybody.
Hmm, so you can code a terit as neutral, AND as a starting position, and the starting position overrides the neutral start unless it is not assigned? (Did we have this exact same conversation last month?)
oaktown wrote:The reason I'm suggesting eight is that we could code them as starting positions, so no one player would start with three of them, with the exception of two and three players games in which each player would at start with a minimum of two cities, and the last two would - if I am remembering the rule correctly - would be assigned randomly. You can't make every map perfect for every game type.
yeti_c wrote:[1v1 = 4 cities - but that's not a problem - as it would still be fair.
1v1v1 = 2 cities (2 neutral) (Assuming the cities are set to neutral - otherwise the remaining 2 would be allocated randomly.)
MrBenn wrote:I get the feeling that all the action is going on in the bottom left-hand corner.... It feels a little congested and lop-sided, as there are none of the special territories over the Jericho side of the map...
sailorseal wrote:Could you rework the bonuses
natty_dread wrote:I was wrong
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