isaiah40 wrote:Anyways, here is an excerpt from the
Game Play Guide:
The following are the "golden numbers" lower than 200, which create a drop that in all (or all except 5/7p) forms of the game require two or three territories to be taken from a player before they are disadvantaged due to territory count and happening to not go first: 24-35, 42, 43, 44, 52, 53, 57, 58, 59, 66, 67, 68, 69, 70, 71, (78), (79), 80, (88), (89), 104, 114, 115, 116, (138), (139), 140, 141, 142, 143, 160, 161, 176, 177, 178, 179, 186, 187, 188
This should help you out. SO if you have 77 territories, then I would suggest you either
1) add 3 more territories or,
2) have 6 coded as starting neutral
I would prefer the second option personally. Hope this helps.
The plan was 25 starting terrs and 52 neutrals.

Victor Sullivan wrote:[*]Cities and settlements can attack each other along the roads, but the hexes along a road do not count for the settlements and cities connected to it.
-Sully
I didn't want to connect settlement along roads, because if you have 25 starting positions and you go first, you take somebody's settlement and put them at a disadvantage. If this starts like feudal/Mogul (with starting special territories and a sea of neutrals), then attack along roads would kill it...
Victor Sullivan wrote:[*]Objective - Control 10 settlements to win (equivalent of 10 Victory Points - the amount required to win Settles of Catan. I realize cities are worth 2 VP in Settlers as well, but given the XML and the necessity to balance them out more, they won't be included in the win conditions.[/list]
-Sully
Perhaps XML may be fooled into counting a city twice, if you list it twice under the win conditions. Or it might not count it at all, reading it as "you must hold two of territory x", in which case you couldn't get the victory point, as you would not be able to hold the territory "twice"... IDK.
Riskismy wrote:Well, the two territories on the lower left are free in the sense that no city is next to them. Not sure if there's any significance to that, or whether this is where the roads come in.
Victor Sullivan wrote:[*]Resource Monopoly (more optional than essential)
- Control all hexes of one resource type and...
- ...receive a +100 bonus
- OR
- ...win! (alternate win condition)
[/list]
-Sully
perhaps sully's suggestion will give a purpose to these "free territories". I particularly like the +100 (or so) bonus. As a win condition, I think it would be over kill (having the 10 victory points option, and being able to eliminate players by taking their cities are ideas I also liked. we'll see. But having an easy way to eliminate somebody AND a possibility of 7 different sets for automatic wins being held at one (5 resources & 2 full sets of 10 towns (+5 others)), seems like a bit of overkill, no?)
As a side note, I will not (absolutely REFUSE to) make a bonus which requires less than 4 resources. I don't want any 1 territory bonuses.
