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Once again, no big changes, just posting to confirm where we're at. The only thing I changed here was adding the "Other notable Expeditions:" and "Earn +1 for every 2 Expedition territories held", it should probably say +1 troops. Hopefully the double use of the word Expedition makes it clear which territories we mean, and I'm assuming it's obvious that yellow is included.
I've noted on the front page that Neutrals will start with 2. Should probably make the army circles reflect this instead.
MarsalNey, good work: I agree that the doubling of bonus for holding the whole route is good from a gameplay standpoint. The build-a-bonus makes complete sense, as icebreaking and moving from this strait into that gulf would certainly be a mark of success, one step closer to the Northwest Passage. What seems funny is that the bonus should double upon holding a complete expedition route, which, other than Amundsen, is really just a partial route. Perhaps I'm reading too much into it, but I like a good story, and other than historic value, it seems kind of pointless that one would want to own the route of a failed passing.
As for neutrals on Ellesmere and/or Northwest Territories: we've considered this. I've marked in Alert and Yellowknife as neutral. Earlier on, I suggested Illusiat, but it seems Disko is now the neutral for Greenland. Alert will be neutral 2: this okay?
I've noticed that half of Nunavut and all of Northwest Territories is landlocked by neutrals from expeditions. To make it a little harder to seal off the NWT bonus, I've made Yellowknife neutral, and I think this should be a neutral 3. This looks like the easy bonus of this map, the Australia that everyone goes for first.
I'm not sure which would be better (read: more difficult) though: to have those 7 territories available for the drop, or have 6 available and 1 neutral? It seems a large area to sweep, but whoever has the majority of the drop could probably pick that bonus up easily. Anyone coming from a distance would actually have to fight off quite a few neutral armies to reach the 7 territory pocket. Even though it's a one-way entrance, a second player can invade from islands around Hudson. Plus, the neutral 2's are not only easy to knock over, but give the attacker +troops.
Added a slight shadow to the coloured army-circle-rings, since some weren't popping enough on the blue.
Evil DIMwit, I can see your concern: it's a large area with few bonuses to grab, locked in by some ice. Seems the options here, as Ian said, are mostly around McClure. One could also use Bathurst to break into the greater area of the map, or jam the Ellesmere bonus quite successfully. Hopefully the sheer number of territories will make it hard to be cornered in this bonus-less area early in the game.