plurple wrote:looks good it would be worth making some of the smallest regions bigger: uku pacha 4, 5, 8, Orellana 1, Jungle 18, 16, 21, 24, 13, 11, 3, gold 1, 6 as will be hard to fit the numbers in those regions

uku pacha 4, 5, 8, Orellana 1, Jungle 18, 16, 21, 24, 13, 11, 3, gold 1, 6
will make uku pacha 4 and 8 bigger - i think 5 is ok - same for orellana 1 and tupac 1, gold 1, 6 and jungle 3, 16, 18, 11, 13 your right they need to be bigger!
plurple wrote:Uku pacha, and Inca are a little hard to read the text of the region names.
Numbers for territories are hard to read on the Cortez and Inca continents.
Yes but that is the idea - so it does not bite your face - if you need the number for in team games to give instructions it's readable
plurple wrote:I don't really like the magenta of Tupac reminds me of the missing texture colour used by programmers in games

(would look better as a nice purple
#9A4EAE not biased here)
OK! will change it especially for you!
plurple wrote:I notice there is no jungle 29 territory

Also Tupac between 3, 4, 5 and 7 with the rum has no number

Your right - jungle 29 got erased because i needed the real estate! And yes right again on that Tupac! I added some terrs as all forts should have about same distance to Orellana fort and Temple!
plurple wrote:how does the gold continent connect? is it through the temple only or where it looks like it borders?
Connect on borders like it looks like and via the temple that can attack all regions
plurple wrote:The spanish forts don't need to be numbered as they can just be continent fort as there is just the 1 per continent

Same with the jungle temple

Yes i know but that is why i gave them the last territory number so it's easy to spot how many terrs each continent has. I do like the name of the fort in the XML instead of the number (so the number is just extra map info)
plurple wrote:Do any of the territories start Neutral other than the jungle temple? and jungle territories?
Yes some do but im still thinking on that! But if you have oa good idea there then do it!
The current idea is all start neutral except 4 forts (4 players) with Orellana fort neutral too. Ofcourse some are 1 troop neutral, others 3 or 4 or more on the killer reset...
SoN!c wrote:I'd like to have a extra kill condition for holding too much rum like having 13 bottles = you die (so you have to keep thinking)
plurple wrote:That is a really interesting idea and I think doable but will need to think about the best way to achieve it

Though it would lead to potential problems in assassin games that your target may own what would be your 13th and/or 14th rum or killing them may kill you and not sure what would happen if that were to happen. Could add a way to bombard rum regions? Though players could still mess up and run into the problem cases but might be ok then

Okay will add a bombard rum regions!