dolomite13 wrote:Agreed. Decreasing distance is favored over more territories as I already slimmed it down at a foundry request.
If territories can't be increased then decreasing the distance is ok. Anyway with the game changes the "home territories" become important and that's a de facto increase.
dolomite13 wrote:OliverFA wrote:Terraforming:
- With 1 tech: +1 per world
- With 2 techs: +2 per world
- With 4 techs: +3 per world
- With 8 techs: +4 per world
- with 16 techs: +5 per world
So the tech would be the way to enhance income from planets. I would remove the income from space sectors. The resources are on planets, not at the outer space.
I agree and I love the numbers you came up with.
Glad you liked it. They are intended to create a snowball effect slow at first and faster later. However, with 26 homeworlds there can still be 6 players with 4 techs and 3 players with 8 techs, which makes room for bigger super-power collision at the end game if two or three players do exceptionally well.
dolomite13 wrote:OliverFA wrote:About hypergates, I would make them work together forming a network. So the more hypergates the more you can jump:
- With 1 hypergate: Enables space travel (the hypergate becomes adjacent to its home sector)
- With 2 hypergates: Sectors at distance 2 are accesible through the hypergate. (No real difference as they can be also accesed through the home sector "normal" adjacencies)
- With 8 hypergates: Sectors at distance 3 ""
- with 16 hypergates: Sectors at distance 4 ""
I like it but I like a number that's a bit different. You can already attack from one sector to a neighboring sector. 2 hypergates gives you range 2, 8 gives you +3 which will only allow you to attack system sector to system sector to systems on other side of wormholes as no other systems are at 3 so "research" will be valuable at this point. And 4 at 14 which is slightly more than 1/2 to get that extra range.
Just to make sure that we measure distances in the same way: Which is the distance between 602 and 604? Is it 2 or 3? I thougt it was 2, but reading your explanation it looks like you consider it to be 3.
dolomite13 wrote:OliverFA wrote:Starbase: +1 autodeploy. Homeworld is adjacent to starbase but starbase is not adjacent to anything. Can bombard its own sector. Think about it like a last line of defence.
I like that its the last line of defense so it should be limited to defense of its system sector but troops could be stationed there to retake the homeworld, do research or build hypergates so assaulting those would make sense from the starbase.
The problem is that once the adjacency from the base to the homeworld it's open, it is also open for reinforcement, so players can start reinforcing from starbases to anywhere else in their empire, and will do. If that's what you want to happen, then it's ok. In any case I think the +1 autodeploy would ne nice first because it adds more variety to the map (there is no autodeploy currently in the map) and second because the defensive player can chose to leave that autodeploy at the starbase.
dolomite13 wrote:OliverFA wrote:The aim of those changes is to make the "home territories" important during the whole game. It's important how many of them each player has, and encourages players to conquer all four territories and not just the planet.
dolomite13 wrote:I will look at doing that but I was trying to make all positions start on equal footing or as near to equal as I could get.OliverFA wrote:Also, I know that's a lot of work, but making the geography less symetrical would make the map more interesting Some worlds closer, some worlds a bit more far, some areas with more wormholes, some with less wormholes.
That makes sense. However, I think that equality of opportunity could still be conserved with a less symetrical map.
Let's say for example that A moves to 301 and D moves to 405. A is "safer" but also has a lower chance to get a second homeworld with its added income and hypergate-enabled travel. So the final result is that trading safety for added difficulty to grab higher income and capacity balances each other. On the other side D and H are now close to each other. They are a lot less safe, but they can also get higher tech sooner. Just keep the same number of home sectors and wormholes and move them a little bit. Some one hex, a couple of them two hexes, and some just don't move them.
dolomite13 wrote:OliverFA wrote:And make wormholes killer neutrals, which seems more in theme with what a wormhole is supposed to be.
Love it... done =)
dolomite13 wrote:OliverFA wrote:Those are my humble suggestions to make this map even better. Cheers
Thanks a bunch
Thanks for taking then into consideration