usually the dice decide the winner of a game. i have seen it many times. unlucky guy starts game deploys 3 attacks 6v3 and it ends 2v3. lucky guy attacks 6v3 and takes it with few or no losses. in some cases 2 rolls in the first round of the game already decide the winner. that's bad. but what can we do as map makers to balance the game and try to remove the random aspect? well a first step was the conquest gameplay where initial deployment doesn't matter and nobody can complain the opponent started with australia from round 1. but even on those maps a few bad rolls still matter a lot.
well what does anybody tell you when you start complaining about dice? "it's just a streak it will even out in the long run"
based on that assumption i have decided it's not worth losing 3-4 games because of bad dice until you reach the good streak of dice. so i have decided to cut the long run short and bring it to the present. how? by increasing the number of armies on the map.
imagine a 5v3 attack. roll once and if you lose 2 you stop the attack. that's crap. what if instead of rolling 5v3 you roll 50v30. will it matter if the first roll you lose 2 armies? heck no because you'll still have 48 left.
so i have decided to multiply all the armies on the map by 20 as well as changing the gameplay a bit by returning to the original idea of owning just a home and a shop in round1.
so here are the details:
each player starts with a home and a shop of his home color.
each home starts with 50 troops
each shop starts with 30 troops
each neutral shop will have 30 neutral armies.
each subway will have 30 neutral armies
manor and mall will have 300 neutral armies each
each arsonist will have 40 neutral armies
each non important terit will have 20 neutral armies
home +10 troops (autodeploy)
house + all shops of the same colour +20
a whole coloured block +30
here is V9
fixed crumbs shadow.