[Capital Competition] Middle Ages

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Re: [Capital Competition] Middle Ages

Postby Evil DIMwit on Wed Dec 08, 2010 1:26 pm

Yeah, I could see Loent -> 5; Noeh -> 3; Niad -> 2.

carlpgoodrich wrote:One thought is to have sort of player specific bonuses. What I mean is "Hold the monestary and the church" for +3", for example, and "hold sawmill and carpentry for +3", "butcher and grocer", etc. This would motivate expansion in different ways for each player and would open up the map.

Maybe, but note that this map isn't conquest, so players start spread out all over the map, capitals notwithstanding. So they wouldn't quite be player specific.
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Re: [Capital Competition] Middle Ages

Postby carlpgoodrich on Wed Dec 08, 2010 2:47 pm

Evil DIMwit wrote:Maybe, but note that this map isn't conquest, so players start spread out all over the map, capitals notwithstanding. So they wouldn't quite be player specific.

I did not realize this. :oops: That completely changes the way I look at this map. I guess my one question now is how many troops to players start with on their capitals? I would be worried about first round eliminations, especially in multiplayer games. If this hasn't been decided, I would suggest having the capital start with a large number (in the 7-10 range).
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Re: [Capital Competition] Middle Ages

Postby Evil DIMwit on Wed Dec 08, 2010 2:54 pm

Each palace starts with 9 troops; the player who starts with a palace also starts with its connecting square, which starts with 3 (this is to make it so players don't mobilize their whole stack on the first turn).
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Re: [Capital Competition] Middle Ages

Postby iancanton on Wed Dec 08, 2010 3:20 pm

one further bonus to reduce is ykele. by any measure u choose, ykele is somewhat less connected than aery, which has a +3 bonus, so ykele ought to have a bonus of no more than +3.

Victor Sullivan wrote:Methinks Towers G-J need to be +3: 3 borders, 4 territories. Seems justified.

agreed.

thenobodies80 wrote:About connections, i can clarify grocer and tavern, schack c and tower f. About the others you listed i'm not sure...to me it's clear that they border(since there's a road that makes a connection)....but what i can do is to draw something like what i did to link alchemist, church and tayt square....that triangular shape....it could help?

yes, adding triangular junctions will eliminate all doubt.

my revised summary of the order of difficulty of holding bonuses, taking into account that this isn't a conquest map and that the minor bonuses do not start fully-neutral (i had known this from before, but was still fooled by the white 88s - sorry for any confusion caused): loent (+5 or +6), nyw and yana (both +4 or +5), tayt (+3 or +4), noeh (+3), aery (+3), niad and ykele (both +2 or +3), towers ghjk (+2 or +3), minor bonuses (+2). i can see the argument behind the original design for each city to give a minimum +3, so that there's a clear difference between the cities and the smallest bonuses.

carlpgoodrich wrote:Regarding the gameplay, I am worried that games will stalemate really fast. Everyone will get their city bonus, but then there is relatively little motivation to expand and lots of motivation to protect (the losing condition). Do other people see this as a problem?

we can possibly make it so that holding 3 or more cities will increase trading wealth and therefore double all of ur city bonuses, to give some incentive to take someone else's city in a 3-player or 4-player game. might that help?

ian. :)
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Re: [Capital Competition] Middle Ages

Postby thenobodies80 on Sun Dec 12, 2010 1:34 pm

Click image to enlarge.
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If there are no other comments or concerns, I'd like to make the small version :)

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Re: [Capital Competition] Middle Ages

Postby Evil DIMwit on Sun Dec 12, 2010 2:29 pm

I just find it a bit odd that the legend says "assaults are allowed only during the roads" which conflicts with the alchemist/miner assaults.

No other issues.
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Re: [Capital Competition] Middle Ages

Postby thenobodies80 on Sun Dec 12, 2010 2:50 pm

In this way?

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Re: [Capital Competition] Middle Ages

Postby Victor Sullivan on Sun Dec 12, 2010 2:55 pm

I think you should use the same glow you used in the legend for the city bonuses for the city territory names. It'll make the bonuses a lot easier to distinguish.

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Re: [Capital Competition] Middle Ages

Postby thenobodies80 on Sun Dec 12, 2010 3:00 pm

All names or do you mean only the gray labels for the cities?

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Re: [Capital Competition] Middle Ages

Postby Victor Sullivan on Sun Dec 12, 2010 3:23 pm

thenobodies80 wrote:All names or do you mean only the gray labels for the cities?

Both.
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Re: [Capital Competition] Middle Ages

Postby thenobodies80 on Sun Dec 12, 2010 3:37 pm

Done, to be honest i prefer it without the glow.
Look into the spoiler for the test.

Current Version (1.5)
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show: glow vers1.6

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Re: [Capital Competition] Middle Ages

Postby Victor Sullivan on Sun Dec 12, 2010 3:40 pm

1.6 is sooooo much better. I think you should color the signs like "Yana" and "Ykele" too, to make them stand out more.
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Re: [Capital Competition] Middle Ages

Postby natty dread on Sun Dec 12, 2010 4:00 pm

I like 1.5 better. The map already has so many colours in it, adding the colourful glows is just too much...
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Re: [Capital Competition] Middle Ages

Postby thenobodies80 on Sun Dec 12, 2010 5:58 pm

Click image to enlarge.
image

Image

I have to redraw a couple of connections on the small version (tower F- tower E and Shacks C- Gate F) but on the whole, considering that i was really tight with space, i'm happy with it.
The xml will be done asap :)

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Re: [Capital Competition] Middle Ages

Postby natty dread on Sun Dec 12, 2010 8:53 pm

One more thing... could you swap the shades of grass you have inside the cities and outside?

I mean, now you have darker grass inside the cities and lighter grass outside them, when I think it might look better the other way around. You already made the forests dark, which is good, but I think it would help the cities to stand out even better if you made the cities to have the lightest shade of green on the map.

Give it a try at least...

(and realistically it would also make more sense for cities to have lighter grass - much more people trampling on it there ;) )
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