thenobodies80 wrote:Wow great improvements!
With the new layout zones are very clear. Well done!
Continue on this way
captainwalrus wrote:This is looking really good.
+6 for republicans seems a bit much. The big blured borders of canada are a little off, why are they so much thicker?
soundman wrote:Saw you put the flag/symbols into the map. Looks great! Bridges are much better. The star on "Fort Albany" needs to be moved down because it's over the name. Also, "PEI" is all dark, maybe you should add some orange to it?
waseemalim wrote:its too onerous to have 5 neutrals on capitals. the east europe WW2 map has only 3 neutrals on the capitals -- and they never come into play. Granted that capitals are essential for bonuses in this case, but the neutrals really make it a pain -- especially in team games. My bet would be that most teams would ignore the capitals and try to go for elims, given the high terr count of this map.
Suggestion -- make capitals a neutral 1 or 2.
isaiah40 wrote:All regions are randomly assigned? Yes all regions are randomly assigned
There are some neutrals or starting positions? All capitals start with 10 neutral - possibly 5 neutral.
How capitals will be assigned to players? See above answerwaseemalim wrote:its too onerous to have 5 neutrals on capitals. the east europe WW2 map has only 3 neutrals on the capitals -- and they never come into play. Granted that capitals are essential for bonuses in this case, but the neutrals really make it a pain -- especially in team games. My bet would be that most teams would ignore the capitals and try to go for elims, given the high terr count of this map.
Suggestion -- make capitals a neutral 1 or 2.
I'll try to mix the two things
88 regions is a good number, but you have 14 neutral regions (capitals)
88-14=74 regions (starting pot)
74 isn't a good number, because the first player could take an advantage taking only one territory from his opponent.
1vs1 and 1vs1vs1
each player will start with 24 regions
each player will start with 18 regions
6 players (less important)
each player will start with 12 regions
You could code 8 capitals as starting positions and leave only 6 regions neutral.
First each player will start with
1vs1 28 regions
1vs1vs1 26 regions
4 players 20 regions
But i have to think better about how bombardments will work in this way
I have to agree with waseemalim, specially if you have to fight against 5 neutral troops and then be bombarded when you ended your turn.
My opinion (feel you free not to follow it ) is to code the capitals as S.P. and to get rid of bombardments.
Maybe leave the capitals with 5 neutral but increase the bonus (maybe 2)?
RedBaron0 wrote:Looking pretty good Isaiah, starting positions might be the best way to go here, and the other capitals starting as neutrals will be best, but you don't need to have them be at 5, 2 or 3 should be fine, it give a player a change to conquer on the first turn, but also a chance that the 3 neutral to kick the players ass too. Autodeploy I think is best for the capitals, think of it as a recruiting station and the strongest influence is going to be at the capital itself and the armies are raised there. And don't have the capitals bombard each other, would make the game too imbalanced to players going first and getting the first sets in Flat and escalating games. Perhaps capturing the capitals can be a game objective?
Some nitpicks on the map itself...
Drop the opacity on the army circles some, let them blend into the map somewhat, the circles are just supposed to be light enough to allow us to see the numbers, try putting some "88"s on the map and you'll see what I mean. Find something besides those stars to mark the capitals, they seem kinda eh... either something unique in each capital territory or a uniform marker, like you have, but the star you have just isn't that good looking to me. Area 51 is in New Mexico, (or... it's not there depending on who you listen to. ) not Nevada... if you want a short name to fit in there, I suggest "Reno" And think about adding a legend somewhere that explains your abbreviations, most people in America take for granted the use of 2 letter codes representing the states, not everyone is going to recognize them.
Risky_Stud wrote:2 thing's, I feel the canada bonus is to large to try and hold and
nobody is even gonna try for it. Maybe try splitting between Manitoba
and Saskatchewan and call them Canada east and Canada west.
Danyael wrote:You have some 4 way corner borders (Metis area and Cuba area)
this might cause confusion and game-play concerns but should be easy to fix
Where have i seen that before
Now that the the Canadian national hover train has been removed i have to agree that maybe another bonus up north might be a good idea but I thing since Canada only has one road I'm more in favor of having a road bonus making the large bonus more attractive.
isaiah40 wrote:So are you in favor of leaving Canada the way it is, or would you like it split up?
Danyael wrote:as some have added if caps are starts then they shouldn't be able to attack each other at all
So are these starting spots and the rest of the places are evenly distributed or its gonig to be like a conquest map?
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