I've finally done it: I found a bit of time to finish the changes to the map.
Thanks to the ideas of Aleena (You're so precious, keep it up
) and the suggestions of Iancanton here is version 8.
I changed some connection between territories and moved some gem.
I entered a decay of 3 armies per turn for territories that can bombard (Water Crystal, Earth Crystal, Fire Crystal, Crystal Air and TJ1) but in doing so the bonus for the crystal areas and the Temple of Jinn would have been futile so I eliminated by inserting in its place a bonus for the control of monsters.
For Iblis + 1 monster get 3 armies,
for Iblis + 2 monsters get 6 armies,
for Iblis + 3 monsters get 9 armies,
for Iblis + 4 monsters get 12 armies,
for Iblis + 5 monsters get 15 armies,
for Iblis + 6 monsters get 18 armies.
I entered a dark gem guarded by Ghul.
Now you can bombard by owning the also the dark gem, so the same ghul.
I put in a Gate to the Temple of Jinn and a Key guarded by Acolyte.
If you do not have the Key you do not have access to the territories TJ4 and TJ5
I deleted 2 pairs of teleports and added some territories without buds, which therefore can not be bombed, near Ghul and the Acolyte.
In this way I complicated things by forcing players to run for the level rather than a defensive position in a crystal areas and bombard anything.
I could drop a gem for color, bringing them from 23 to 22 and, thus creating another 4 territories without gems that can not be bombed, to be placed always near Ghul and Acolyte.
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What do you think?"
I look forward, as always, your opinions and suggestions
- Click image to enlarge.