Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & XML

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Re: Three Kingdoms of China - v9.0 [2013-08-05] p19 XML Only

Postby Seamus76 on Sun Dec 15, 2013 11:18 pm

koontz1973 wrote:That would work.
Ok, I have both versions changed, but my question is, now that the bonus is greater should the Capitals go to a starting 3n instead of the current 2n? I'm thinking yes, but does that then discourage anyone from taking them, thus putting us back in the same situation of non-use, etc? Or is the change enough?
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Re: Three Kingdoms of China - v9.0 [2013-08-05] p19 XML Only

Postby iancanton on Wed Dec 18, 2013 2:14 am

no, don't increase the neutrals, for exactly this reason!

ian. :)
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Re: Three Kingdoms of China - v9.0 [2013-08-05] p19 XML Only

Postby Seamus76 on Tue Dec 31, 2013 8:46 pm

CURRENT UPDATE INFO - 2013-12-31:
- Updated the Capital bonus from being only +4 for 3, to +2 for 2 and +6 for all 3.

Attached are the updated map images and xml.

CURRENT MAP VERSION

v10.0 - Large (840x800)
Click image to enlarge.
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v10.0 - Small (630x600)
Click image to enlarge.
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Attachments
China-v11(2013-12-31).xml
Final XML as of 2013-12-31
(18.66 KiB) Downloaded 13 times
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby RiffArt on Tue Jan 07, 2014 4:26 am

Hey, sorry if this has been brought up before. I just stumbled across this map and thought I'd mention it:

Some of the writing is very difficult to read. In particular:
    The territory names in the darker green region (Riverland)
    The territory names in both the darker red regions (Jing and especially Yang)
    Wuting/Wuling is obscured by the crease. Moving the wiriting down a little would solve this I think, or maybe make the crease a little less evident there?
    The territory names in the darkest blue region (Bei Ping)
    Especially difficult is all the writing explaining the regional bonuses

I've not the experience that you guys have but the territory names would probably be easier to read if they were darker, maybe you'll have some different ideas. I hope you take this as the constructive criticism that it's intended to be, and can make the small fix because the map looks good.
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby Jippd on Sat Feb 22, 2014 1:19 pm

The difference between jing and king in colors is not that noticeable to me. I know that it is outlined to the bottom right in that little mini map but could it be possible to differentiate between those areas a little more?
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby KingRat on Sat Mar 01, 2014 9:48 pm

i like the map size and i like the bonus structures but the overall colour scheme is not great could use some work - overall a good map
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby cooldeals on Mon Mar 03, 2014 2:51 pm

I really like this map as I do all of Seamus maps. I really like the city bonuses that are unique from most CC maps as well as the masterfully set up dividers and 1 ways that make it just a little different. Something specific to consider is starting neutrals. In Game 14094126 a poly (3) game you'll notice I have Liang with Liang South being neutral and north also neutral. I also have Yong Cheng with 2 neutrals surrounding it. These essentially made my pink player impossible to take out. It seems maybe it would be better to make this so that drop specifically cannot protect a player.
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby jonofperu on Mon Mar 03, 2014 3:34 pm

Posting for March Challenge. Great map! The map is visually appealing to me. It has bright colors. The slight differences in shading help to point out the additive bonus structure. The legend is easily understood.
The neutrals balance potentially too-small bonus regions up north, but the only negative I see is Liang North and Bei Ping West always starting n3 (at least as far as I can tell) is a bit much IMO. Maybe the neutrals would be better on Liang and Bei Ping Port? Would n2 be too low there?
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby Whatsausage on Tue Mar 04, 2014 3:05 pm

I like the idea of the map, it seems pretty balanced and I like maps with city bonuses.
A possible improvement, or something I don't like with how it currently is, is that it is unclear if capitals count as cities, and if they don't, I think they should.
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby Tviorr on Tue Mar 04, 2014 7:17 pm

I like the balance of the map. The various fairly small bonuses work well. Lots to go for and settle with more or less ease, but only for limited bonus values, so even settling something is not neccessarily decisive for the game. I would think its especially good as a setup for 1v1 or 1 team v 1 team games.

I agree that the original (or recent) setup for the bonus of the capitals is a bit underpowered. Hard to get and hold (comparatively) so it does need some extra incentive to make it worth going for. - Im however wondering if 2 for 2 and 6 for 3 isnt a bit overpowered. - I kind of like the idea of having to get all 3 to achieve something. 6 might be good for that, but still. - It may push at the balance somewhat, cause it is then quite a big bonus for the map. -

Have you considered an alternate importance such as no bonus but a win clause? - Holding 3 capitals could give you the win. - This sort of makes sense to me as holding all capitals would be a logical thing to do to gain absolute power. - However this may also be overpowered, so Im wondering if a bit of an add on would be an option:

Such as: Hold all 3 capitals and the support of - hmmm 2? - villages to achieve ultimate power over the 3 Kingdoms of China. This would be doable, especially with trench setting yet sufficiently hard that youd need a lot of strength or careful and weaselly planning to swing it.
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby lokisgal on Sat Mar 08, 2014 5:29 pm

To me this is a good solid map - Its what I would refer to as a basic map - fairly well balanced no special tricks. Its a great map for 1 vs 1 or for dubs - I cant see it working for quads - to small.
The play is nice and straight forward

I do like the suggestion above about the capitals. Im not sure how that would play out in reality though. It could make for a very quick game given the size of the map. If you got the right drop you could potentially win in just a few rounds and that doesnt really make for fun game play so the holding of capitals plus 2 villages - (maybe 1 in the north one in the south) seems like an interesting idea

The capitals bonus should be altered in some way not sure exactly how but right now they don't seem to ever come into play and that seems a waste

Also the drop seems to be really one sided in a lot of games with one person being able to grab an entire bonus region very quickly
Last edited by lokisgal on Sat Mar 15, 2014 4:03 pm, edited 1 time in total.
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby Gilligan on Sat Mar 08, 2014 8:23 pm

Updated!
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby TheCrown on Fri Mar 14, 2014 9:34 am

2014-03-04 08:58:35 - TheCrown: I like this map because it's not easy to get a big bonus, it's usually little ones that you get first
2014-03-04 08:59:30 - TheCrown: What I don't like about this map is the one way attack, it seems a little unfair
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Re: Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & X

Postby *Pixar* on Fri Mar 14, 2014 10:57 am

as I do like three kingdoms of korea, it is a very simple but takes some strategy to compete:) the only thing I dont like is the capital bonus between holding 2 capitals and 3 capitals a bonus of an extra 4 troops kinda unfair!
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