AndyDufresne wrote:I have some reservations regarding the Wilderness Areas, mostly placement. I'd assume these reflect real placements, but Tionesta's seem a little too easy. These also seem rather after the fact in thought and really only add a few minor things to game play. They feel more unncessary than necessary.
Actually, the Wilderness/Oil & Gas Dynamic is something that if I can tweak it to work properly will help achieve the gameplay I'm seeking. If they appear as add-ons that is a fault of mine in the design. That said, yes that reflects real Wilderness (and proposed Wilderness). An important part of what I need to determine is if this somehow throws competitive play off balance. In any case, the Wilderness bonus has played a meaningful role so far in both test games going.
"Canoes can attack next downstream territory with a canoe." (I assume you mean territories downstream that also have a canoe, as upon first reading it seems like a broken and redundant sentence.) Regarding canoes game play wise, are they needed? I think this map could benefit from the removal of some non-key game play elements. I'm not sure if the canoes are key (they improve movement, but really that is essentially minimal since it's all down stream).
I've had nothing but good reports on the canoes so far. So I'm inclined to keep them unless game tests suggest otherwise. Given that there are less than 10 I don't think they interfere graphically at all either. For what its worth I did remove the ranger station movement and the oil & gas fields element is under consideration for adaption or possibly deletion.
The chain linking the Watersheds (you use this term, but never define it...so it may be worthwhile to include over your bonus map "Watershed Legend/Bonuses") is pretty gimicky looking. I'd consider using something else...or finding a better way to signify this, as it currently looks sloppy and has an unfinished feeling to it.
Actually the chain is in the legend up top. The rest of this paragraph got jumbled. But I think what you are saying is that the chain links stink. Is that right? Find another way to symbolize dual-watershed territory. I think you are right. Now I must decide on what...
The oil field's also feel gimicky and detract from gameplay.
Actually, they don't detract, they don't affect gameplay. The implementation is being changed and the layout was fixed.
City and Town graphics oddly don't mesh with the rest of the graphics. There also seems to be a plethora of them for this map, are all necessary and needed? I'm not sure they are.
It is a conquest map. The cities (there are

are the starting points. I actually wanted 9 but couldn't work it. There are five villages. I'm unsure if that is too many, just right, or whatever. I'm interested to see what happens as a couple of villages just got taken in the test games. Hopefully the gameplay there will tell us something.
You will also have to work on your color scheme. The current configuration and color choice most certainly does not say forest by any means.
I can revisit it if I need to. I'm getting contradictory reads on it though. Maybe others can comment.
Also rethink your numbering system for territories. Sometimes you start in the south and count north other times it opposite...and even it looks in a few other places random. I can see you are doing this because of your shared territories, but perhaps you need to use a special marker for these to have numbering consistencies.
I'll go to the special marking then. That is exactly why they kind of jump around. I tried to maintain consistency but it was very difficult/
Overall, eliminate unnecessary, superfluous game play ideas and think about the presentation of the map in general (numbering system, colors and their sequence, icons, etc).
of course. ALways on the prowl for this. Thanks for taking the time Andy.
