isaiah40 wrote:I finally got a major update this time round.
- Redid the hex's, made the regions use 2 hex's. I think this makes it much cleaner and I am only missing 3 regions from the original, which I believe is permissable.
- Added in the mining icons to the map, they fit in the hex's with the 888's and region name, plus they are easy to see.
- Expanded the plate and included the game-play instructions on it, and applied the engraved look to the instructions as well to keep consistancy.
- Changed the "mining +3" on the selector knob to read "Mining +2 per (Mining icon)
- Redid the landscape as I had to move the eastern river up to maintain basically the same region count to the homeland as the original.
Over all I believe this is a much cleaner look and easy to read.
I have to say, this version is looking a lot more polished, great work on a major update to the graphics Isaiah!
Here are my thoughts:
* The current hex system looks great and I agree it's a much better use of the space. The 888s look nicely centered with enough space and I don't see any problems getting the rest of them in there with the icons.
* Good catch on the mining bonus, I totally didn't notice it had switched to +3.
* "Hold a capital" bonus in the legend should be reworded to something like "Per capital held" or "For each capital held", since holding multiple capitals will give you multiple bonuses.
* I'm still wondering if we should figure out some better way of wording the conscription bonuses and, now that I look at it, possibly the Deep Mining bonus as well, even if it's reworded to 'Doubles Mining Bonus'. For the conscriptions, I've always wondered if the current description is unclear as to whether Open Conscription overrides Secret Conscription. Also as previously mentioned, I also wonder if adding 'terr.', 'territ.', or some other abbreviation of territory/territories at the end of the descriptions would help add some clarity for newbs.
* I realized there were no mentions of what's impassable on the map. I know it's pretty standard to consider rivers and mountains impassable on the site, but perhaps these should be added to the legend? I liked how it was divided previously, where the bonus structure was on the left side (perhaps this is where the impassables could go?) and the various what-attacks-what rules are on the right. I think that divide makes it easier to read the instructions.
* Somewhere along the way "West" got turned from green to blue. Now both "West" and "North" are the same colour. The "West" should be changed back to a green highlight/glow.
* "Sabatoge" should be spelled "Sabotage"
* Looking back one version at the small map at how the 888's fit onto the dials (particularly the blue 888 for East), I'm wondering if it would look better if the dials were placed on rectangular plates instead of the current rounded ones.
I think that covers it for now. The only other thing I've been wondering, which I'm having serious doubts of being a good idea at this stage of development, is whether it would be good to intentionally specialize the various homelands towards different research lines making more sense. For me, I see there being three different main types of research strategies. The first is to own your homeland and sit there researching the different permanent bonuses while stacking and going for Doomsday. The second is to go the mining bonus route and to research mining as soon as possible and take as many mines as possible. The third is to go the conscription route and try to take as many land spaces as possible while researching the conscription techs.
We could pick two homelands and give them some easier nearby land to take for the conscription tech route and reduce the number of mines in the area; pick another two homelands which have less land ("SouthWest" and either "West" or "East" seem to lend themselves well) and give them a higher concentration of mines for the mining route; and then the remaining two homelands we could have an average number of mines in their area, however make the neutrals a bit higher in their area so it's more difficult to take the territories, which will encourage players to sit and stack, especially since the extra neutrals would provide them with extra protection.
The problem with making these sorts of changes at this point is it could arguably send the map back to Gameplay stage, depending on how the cartographers feel about the changes and how major they appear. The benefit is it could offer another dimension to the gameplay, particularly for those players who play the map more often.
Anyway, looking forward to hearing what you guys think of all the above, time for me to head for bed