Gilgamesh; Coordinates on pg 20

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Re: Gilgamesh; pg 4

Postby oaktown on Tue Feb 10, 2009 9:35 am

lt_oddball wrote:for sure you couldn't find better actual historic province names than
"garden of the gods, the waters of death and the great darkness, and bull of heaven " ???
You make it like a cheap lord of the rings map..:s
:sick:

Or perhaps the Lord of the Rings was a cheap copy of Gilgamesh.

“If the following names: Anu, Enkidu, Mashu, Uruk, remember you The Silmarillion of Tolkien, you have to know that they belong to the Epopee of Gilgamesh.”
-Isaac Asimov
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Re: Gilgamesh; pg 4

Postby sailorseal on Tue Feb 10, 2009 8:24 pm

Well I am back after my "vacation" and here is what I have to say...

1. The conquer all of the symbols has to be changed because it should easily be acquired by the drop

2. Move the word oaktown over to not confuse a n00b about what the name is

3. Create new great cities around the lower left and top

4. The Sumer bonus is too low

5. The Grey bonus is too low

Love the map and would like to see it continue.
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Re: Gilgamesh; pg 4

Postby gho on Thu Feb 12, 2009 2:31 am

You should add a description of the map and the times like you have in your triple alliance map in order to make the map more interesting historically.
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Re: Gilgamesh; pg 4

Postby sailorseal on Thu Feb 12, 2009 12:44 pm

gho wrote:You should add a description of the map and the times like you have in your triple alliance map in order to make the map more interesting historically.

This could fill up some of the empty space at the bottom...
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Re: Gilgamesh; pg 4

Postby oaktown on Fri Feb 13, 2009 11:36 am

Click image to enlarge.
image


sailorseal wrote:1. The conquer all of the symbols has to be changed because it should easily be acquired by the drop

Dropped it to +1, same as holding three cities. Originally the Bull would start neutral, making the +2 more reasonable.

sailorseal wrote:2. Move the word oaktown over to not confuse a n00b about what the name is

Fixed.

sailorseal wrote:3. Create new great cities around the lower left and top

Trouble with this suggestion is that the most significant cities at the time were along the rivers, for obvious reasons. Anyway, I'm not troubled by thelack of cities in the west, because both of those bonuses are small and easy to hold, making for excellent starts.

sailorseal wrote:4. The Sumer bonus is too low

Agreed - bumped up to +5, which is really +6 with the cities.

sailorseal wrote:5. The Grey bonus is too low.

Disagreed - since you have to either hold the Bull or defend against it, Sumer and Subartu (grey) are now very close in size and borders, so I think that making them both +6 (including the cities within) is in line with the rest of the map.

gho wrote:You should add a description of the map and the times like you have in your triple alliance map in order to make the map more interesting historically.

Done... space at the bottom filled. All of the bonus info now sits together on the lower tiles, as it should.
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Re: Gilgamesh; update on pg 5

Postby sailorseal on Fri Feb 13, 2009 4:59 pm

Wonderful, I recommend summoning a jury...
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Re: Gilgamesh; update on pg 5

Postby gho on Sat Feb 14, 2009 5:20 am

Why dont you make the three challenges start neutral and make it a plus 3 to hold them all, to make it worth trying to get at the beginning instead of going for a continent which people usually do. I think it might add a bit of dimension to the play.
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Re: Gilgamesh; update on pg 5

Postby oaktown on Thu Mar 05, 2009 8:45 pm

gho wrote:Why dont you make the three challenges start neutral and make it a plus 3 to hold them all, to make it worth trying to get at the beginning instead of going for a continent which people usually do. I think it might add a bit of dimension to the play.

While I like the idea of making the challenges more attractive, there are negative side effects to starting them neutral. First, it would leave the map with 41 starting territories, which means every game would start with a minimum of 4 neutral territories or as many as 9 (seven player games). And the locations of the challenges aren't good for neutrals; the Bull would never come into play unless a player already had the other two and Uruk, while the Scorpions sit at a valuable bottleneck - a neutral there would allow easy expansion behind it and cut off the north and south halves of the map.

I'd really like to work further on this, but the feedback has dried up. lack of interest?
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Re: Gilgamesh; update on pg 5

Postby Incandenza on Fri Mar 06, 2009 4:43 am

Not lack of interest, lack of anything really all that wrong with the map. It looks ready to be kicked up the ladder.

For the record, there's only a 2.75% chance a player will drop the challenges.
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Re: Gilgamesh; update on pg 5

Postby AndyDufresne on Sat Mar 07, 2009 2:39 pm

This is one of my favorite new looking maps, I'm just not sure I've anything to add at the moment.


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Re: Gilgamesh; update on pg 5

Postby oaktown on Wed Mar 11, 2009 12:32 am

Click image to enlarge.
image

Nothing major... mostly just fixed a few little things that had been bothering me. I've made the Challenges bonus +2, as suggested.

AndyDufresne wrote:This is one of my favorite new looking maps, I'm just not sure I've anything to add at the moment.

Yeah, I'm lacking further inspiration myself!

Anyway, here's a small version if anyone is interested... note that I have NOT resized the army smears, as I will eventually do for the small map.

Image
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Re: Gilgamesh; update on pg 5

Postby Incandenza on Wed Mar 11, 2009 9:50 am

At the very least I'd say this is ready for last looks and a gameplay stamp.
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Re: Gilgamesh; update on pg 5

Postby the.killing.44 on Wed Mar 11, 2009 3:15 pm

Only two things that I can spot without giving thisna real hard look:
• I like what you have going with the colored tiles in the bonusbkey, so I'm thinking that giving Canaan a slightly different shade of brown from the rest of thebottom would go better wit the rest of the key
• In the description ... the "So" in the beginning seems awkward. Is it really necessary?

This looks great, oak!
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Re: Gilgamesh; update on pg 5

Postby Incandenza on Wed Mar 11, 2009 4:40 pm

the.killing.44 wrote:• In the description ... the "So" in the beginning seems awkward. Is it really necessary?


It helps if you visualize it like a movie voiceover read by Ian Mckellan.... it's got a nice old-timey ring to it, I'd say.
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Re: Gilgamesh; update on pg 5

Postby oaktown on Wed Mar 18, 2009 11:20 pm

Click image to enlarge.
image


the.killing.44 wrote:I like what you have going with the colored tiles in the bonusbkey, so I'm thinking that giving Canaan a slightly different shade of brown from the rest of thebottom would go better wit the rest of the key

Done. Made it more of a yellow.
the.killing.44 wrote:• In the description ... the "So" in the beginning seems awkward. Is it really necessary?

No, but i like the way it sounds.

Also extended Alakhtum to the edge of the map - doesn't effect play, but looks much better. Also washed out the Bull territory a bit - it was too bright.
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