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natty_dread wrote:I was wrong
Fireside Poet wrote:Perhaps to stimulate this idea further -- take a look at the game Britannia by Avalon Hill. Your basic premise seems to be based on it, but might benefit from more "factions". What they did in the game was take the main invaders from Europe (Danes, Belgaens, Picts, Saxons, Scots, Norsemen, Angles, Scots, Caledonians, etc...) ... maybe if you divided up Britain into finer pieces ala World 2.1) and had each of the factions represented for bonuses? Just a thought in quick passing ...
Balsiefen wrote:4.Starting sea neutrals
I would say 3 or 4 (prob 3) would be good starting numbers, that would give people a little insentive to build up on land before raiding by sea but not to give an Irish player too much of an advantage (in fact, they may find unprotected ports rather a problem once someone breaks through the seas.)
Telvannia wrote:Balsiefen wrote:4.Starting sea neutrals
I would say 3 or 4 (prob 3) would be good starting numbers, that would give people a little insentive to build up on land before raiding by sea but not to give an Irish player too much of an advantage (in fact, they may find unprotected ports rather a problem once someone breaks through the seas.)
Just an idea, we dont have to have all the seas with the same neutral number, because some are more important than others, for example Muir Munster could have a low value because it really is not helpful, whereas Muir Eire has access to 3 different continents, so should have a higher value.
But you are right we dont want to give ireland a large advantage.
Oaktown wrote:Seas: have you thought about making them killer neutrals, rather than -2? because what I see happening is that it will be too costly to defend the seas, so once a sea is taken it sits with a single army and becomes an easy way to shoot around somebody's ground defenses and attack the other side of the land in one quick turn. And maybe that is OK.
Hmm people like the font, but thats all!! I liked the font which look old english style. THis one seems to be boring compared to all the others u offered!
TaCktiX wrote:The new font isn't medieval in the "we have castles and lords and serfs, oh my!" sense, but more in the peasant sense of functional non-script handwriting. At least, that's how I justify it.
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Balsiefen, your signature is very jarring. Pick an image or increase the delay between switches.
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Balsiefen wrote:TaCktiX wrote:The new font isn't medieval in the "we have castles and lords and serfs, oh my!" sense, but more in the peasant sense of functional non-script handwriting. At least, that's how I justify it.
Which is a good thing as in the dark ages there wasn't a feudal system. (actually, the writing is proberbly moderatly accurate as only monks would really be literate and, in britain at least, they hadn't developed the elaborate gothic type handwriting of later periods.[threadjack]
Balsiefen, your signature is very jarring. Pick an image or increase the delay between switches.
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Thanks, Yea. I couldn't be bothered to change it so i went back to a single one
Balsiefen wrote:Interesting, i never quite worked out what they did, though to me it looks rather interesting. Is it that if someone takes them, at the end of their round they turn back into a neutral 2? What if someone leaves a large number of men, do they get wiped out?
At the moment, I have to say I rather like the way people can shoot around peoples ground defenses, and ATM, bonuses are calculated that people will be defending all of their ports.
Telvannia wrote:I like this killer neutral idea myself. I think it would make the map more realistic and as Balsiefen said would make it seem more dark ageish I will have to update the legend to explain this new turn to gameplay.
I would really like the idea of making it more economical and complex for example add food territories, a bit like age of merchants, but it might be a bit late to start changing it all now... shame really, maybe this call for another map, but that is a different story.
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