Here's the current colours. redgreenblueyellowpinkcyanorangeslate
I added 18 more for 26 distinct colours I'm almost happy with, each begins with a different letter for "add color codes" a auburn b blue c cyan d drab e emerald f flax g green h heliotrope i ivory j jonquil k khaki l lemon m maroon n neon o orange p pink q quartz r red s slate t teal u umber v violet w wine x xanadu y yellow z zaffre
I had to cheat quartz as it was too close to slate, shades of grey I guess. The colour I used was Timberwolf.
Great work has been done on the names of the colours, including different initials for each colour. . I am not sure how this works out on picking the right "shades"on the "spectrum" of colours and different team combos but assume they should be roughly equidistant?
Assume we used the 216 shades on the:"standard" colour palette
For 12 players the colors should be 18 "shades" apart, for 6 players 36 "shades". 4 players 54 etc.. Are we going to have games with 5 players? and what about the make-up of teams. everybody gets their fair share of the spectrum??
For two teams each team has 1/2 the spectrum 108 :shades. If the two teams are made up of two players. each of the four players should be 56 shades apart, If the two teams are made up of 6 players, each of the 12 players should be 18 shades from other players..
so we could have games of two teams, made up of 2, 3, 4, or 6 players on each team, each player in the game equidistant? What about two teams of 5 players each, is that possible ?
I assume three teams- each owning 72 "shades" is possible, three teams of 2, 3 or 4 players?
Four teams of 2, or 3 players? Six teams of 2 players?
Five teams of two players?
And the combos of team colours ties into the idea of shades equidistant from each other?
Trying to subdivide the colours through any kind of mathematical means doesn't work. I tried it when I was designing route maps and found that in some parts of the spectrum, a small change in numbers means a really visible difference, whereas in other parts of the spectrum a huge change in numbers is required to make a visibly different variant.
The human eye does not see evenly throughout the spectrum, and is much more sensitive in some areas than in others. It's too long since I did this so I don't remember it well enough to give you specific examples, but trust me, a purely mathematical treatment of the problem will give you really poor results.
Allowing for colour blindness is an admirable goal, and very necessary when designing maps, but when it comes to troop colours, the prefix codes let us off the hook somewhat. Still, some effort to make all the colours easily distinguishable must be made. While we are at it, making all colours more visible on all backgrounds should be dealt with at the site, not through scripts like my Conquer Club Contrast Corrrector (C4). Basically, using both a white outline and a black outline means there is always an edge for the eye to see.