Yes, I have already mentioned that some of the territs are way too small. You have plenty of room, so just do some redrawing, and make them larger. This one detail is the only bad thing about this map. Otherwise, it is absolutely gorgeous.Industrial Helix wrote:I'd like to see some numbers on the map because I think the small map, and some places on the large map, are too tight to fit numbers. The map must accommodate most of the name plus the numbers.
I think if you fiddle with the names and borders you can make it happen. This should help as well:
Nice eye IH,Industrial Helix wrote:What if a territory on either end of the rail could use the rail to move troops and attack the end station, similar to the use of rails in the late 19th and early 20th century?
The numbers are a good addition and I see that the only major problems you have are the micronations, like Azuran, Illania and Alus. The islands are unrecognizable with numbers, but perhaps those could be moved off the island, similar to what I did on Italian Unification. I'd highly recommend redrawing the micronation borders or doing away with them altogether.
The small map is overly cramped, perhaps with a little photoshopping you could expand the size of the land and shrink the sea some. I don't know how you're going to fit he rails on there as well.
I'd also like to see some sort of resources or factories, rails are a good start though.
I'd also like to suggest that maybe, given the graphical feel of the map, that industrial era might not be the best theme for this map. Maps like Research and Conquer carry the industrial theme much better, with a steampunk sort of feel to the graphics. This map speaks more like tribal or ancient empires to me. A land with a more mythical quality than coal and iron... plus the sail ship, versus steamers, helps to drive this feel. Perhaps you ought to take it in that direction?
I want Dalmus to still be able to act as a barrier. What's the point of having a barrier between two bonuses if you can just go right past it?
However that is a problem that is easily fixed by just redrawing the path with a break with it, and have a little note about it. I'll do a new draft soon, it'll make sense. So really I am quite content with this.
I think you should remove the +5 route in the north and move the +2 rail that runs from [Arleus - Denmarn] run from [Denmarn - Northern Frontier] instead. That way you have a rail in every country and it doesn't take up as much space as the +5 rail. Also it wont get in the way of the names of the territories up north.
Lastly I think your +1 route [Hellengar - Theraland] is too low of a bonus. It runs through 5 territories at the moment. I think you should make this +2 and I don't think it should run through Iskul. 4 territories is enough and if you don't have it go through Iskul it won't block out the name of the Tuskaroja territory.
In the East: the norther pass should run from Hellengar to Tuskaroja to Itheria, to Theraland and should be worth +2. (I changed my mind that's a good idea because...)
The southern pass through the desert will only run from Chunjaris, to Dalmus, to Therraland, and be worth +1
That's pretty good but instead of ending it at Denmarn I think it might be better to end it in Northern Caprinthia. I'll probably drop it down to +3 or +4 If I do that.
instead of rail road tracks, Trade routes. Maybe a little reminiscent of Roman roads in places
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