Moderator: Cartographers
isaiah40 wrote:Much, much better!
koontz1973 wrote:Noticed that your 888s are out of alignment. They centre between the first two numbers (or the colour code and first number). Not really going to make much of a difference but make sure when you do the xml, you centre the numbers inside the boxes.
Oneyed wrote:the number of neutral troops is question. 3 in Brno, 5 in capitals?
iancanton wrote:i think n1 or n2 for brno, n4 for capitals. brno is now not so important because there is more than one railway. with n3, there will be little reason for anyone to conquer brno.
iancanton wrote:the disconnected railway network looks really strange. let praha connect to usti n labem?
iancanton wrote:please list the neutrals and start positions in the first post of this thread.
koontz1973 wrote: Everyone is likely to ignore the capitals in small games anyway and in the larger ones, they will be hard to hold till further in the game and players have the kraj needed for it.
and in the larger ones, they will be hard to hold till further in the game and players have the kraj needed for it.
koontz1973 wrote:Looked in the first post but could not see it, the amount of starting positions for all games, so this is just an assumption on the amount of starting territs you have (34).
koontz1973 wrote:2/3 player games - 10 territs each
As you can see, with this amount of starting territs, the condition is already held (or a good chance of it) by one or all players. This sort of negates it as it is. And considering with the size of map, this is going to be the sort of games most played on it, why have it.
4 player games - 7 territs each
5 player games - 6 territs each
koontz1973 wrote:Add this to Hellenic wars though would add another level of GP to an already good map.
nolefan5311 wrote:Do you really want those 8 regions to be starting positions in every game? Not sure I understand the logic behind it, takes out the randomness of the deployment and in fog games it "makes things easier", so to speak.
nolefan5311 wrote:I'm not sure where you got the 16 deployed in 2 player games...2 and 3 player games will always be the same.
nolefan5311 wrote:Personally, I would avoid the starting positions. I don't think it makes anything more fair nor do I think it adds anything to the GP. Also, I would follow ian's suggestions and have Brno as n2 or n3 and the two capitals as n4.
Oneyed wrote:nolefan5311 wrote:Do you really want those 8 regions to be starting positions in every game? Not sure I understand the logic behind it, takes out the randomness of the deployment and in fog games it "makes things easier", so to speak.
why to have starting positions? these can directly attack capitals. it is very possible that in 2, 3, 4 players games player XY will hold 4 towns in the same republic, so if these 8 regions will be random deployment it is also possible that player XY will hold 2 of these regions. so player XY can in his first turn take capital and hold bonus for towns...
Oneyed wrote:nolefan5311 wrote:I'm not sure where you got the 16 deployed in 2 player games...2 and 3 player games will always be the same.
there are 10 for each player in 2 players game...
Oneyed wrote:nolefan5311 wrote:Personally, I would avoid the starting positions. I don't think it makes anything more fair nor do I think it adds anything to the GP. Also, I would follow ian's suggestions and have Brno as n2 or n3 and the two capitals as n4.
I agreed with Brno. the number of neutrals in capitals depends on starting positions. if they will not be there I recomended to have n5 for capitals. if starting positions will be in n4 for capitals would be fine.
Oneyed
koontz1973 wrote:Oneyed, some final touch ups from me.
All around the board, the lines you have are going over the colours. but the colours are showing through in places and in others you have two lines joining and again making a darker colour. This is very distracting as now that I see it, it is all I see. Can we get that cleared up?
You are missing colours all around the board where the kraj touch each other. This needs to be tidied up as well.
nolefan5311 wrote:There is no such thing as a perfect drop, no matter how you change things up.
nolefan5311 wrote:Sometimes they drop the whole bonus. It happens. If someone drops 4 towns in one republic, their opponent is likely to hold 4 towns in the other republic, which makes it a wash. Just thinking out loud here, but the map is fine how you have it.
nolefan5311 wrote:This is for you to determine (whether or not you want starting positions at all), but 5 on the capitals, even without the starting positions, is going to discourage people taking them anyway. With 10 territories to start and only a 3 drop, it's going to take a couple of turns to even begin thinking about taking even a 4. A 5 is not likely to be touched at all. Since they're the capitals I'd figure you'd want them in play. So 4 is probably your best bet.
nolefan5311 wrote:All of this stuff was looked at prior to the GP stamp being issued so I don't think you have anything to worry about.
koontz1973 wrote:I have not run the odds for any game size, but to me, any percentage of games in which a player could get either all of the 5 or 4 respectively are so small, it may only happen once in ten years.
koontz1973 wrote:So will starting positions make this game better? Right now, the drop as it is, random, I am only going to get 10 in a 2 player game. Thats 10 for me, 10 for you, and 10 neutrals. The chance of either of us getting a drop good enough to be able to clear out an area in the first round to be able to go for the capitals is remote. It becomes even harder in larger games.
iancanton wrote:in 4-player games, each player starts with an average of 5 or 6 towns, which is good. in 2-player games, each player starts with an average of 6 to 8 towns plus 2 to 4 regions, which means the usual town bonus is +1, but +2 is also common.
nolefan5311 wrote:I will post this info just for your review oneyed (this is just 1v1):
Town Bonus +1 for 4 - chances of dropping at least 4 towns is 99.7%. Chances of dropping 8 towns is 31.02%
koontz1973 wrote:But why go for a capital in the first place. It is a 4 neutral, one more than the others so it is going to be ignored by me as why take a capital when I can attack one of yours. This is going to be the reaction of most players.
koontz1973 wrote:It will destroy the large games completely as every player will get one of there 3 near a capital. Team games will be destroyed as in doubles, my team can hit yours and most likely knock you out by the end of round 2.
koontz1973 wrote:Hope this makes sense as I had dinner half way through posting this.
Oneyed wrote:the main problem is not holding all regions which attack capitals by one player from the start. the problem is that if one player will hold 4 towns in CR and two regions which attack Praha he has big chance that he take Praha in his first turn and will hold bonus for capital + 4 towns in the CR.
Oneyed
lets look at this situation: I have Beroun, StČK, Pardubice, Tábor, Ostrava, JMK, Nitra, Trenčín, SSK, Košice.
iancanton wrote:the disconnected railway network looks really strange. let praha connect to usti n labem?
Users browsing this forum: No registered users