Moderator: Cartographers
iAmCaffeine wrote:Same. I really enjoyed this map at first, but now I if I see it in random I'm just disappointed. I've had too many games where I only drop merchants and from there it's an automatic loss unless your opponent is brain dead.
IcePack wrote:He did just post recently.
mark74 wrote:Merchants are at a disadvantage on this map, as they are limited to attacking harbors, while Pirates can attack all coastal regions (including harbors). I recommend that Pirates ships may attack all coastal regions EXCEPT harbors, as they will always have the advantage.
DarkDepths wrote:I have some serious game play concerns about this map.
I'm currently playing the map in two different games with (mostly) the same set of players. In one game (Game #20397631: 6 Players, Standard, Escalating, Sequential, Chained), we are up to round 129, and the next set of of spoils turned in are worth 94,670 troops.
That game became stalemated, so we started a second game with some different conditions (Game #21022325: 5 Players, Standard, Nuclear, Sequential, Chained, 50 Rounds). Currently 3 of the 5 players have been nuked off their ships. When that happens, all bonuses cease for that player except those related to number of regions held (in other words, province held as well as port/treasure bonuses all cease). In order for game play to be meaningful in this map, it seems that spoils should NOT include ships - this would mean no bonuses for ships held (since you can only hold your own ship, and cannot take others, this makes sense), no zombie-fying ships and no nuking ships.
The victory conditions for different players seem more challenging for some than others. Holding 14 regions in some combinations of settings is nearly impossible, for example.
Tin Trumpet wrote:quetsion, not played this before, but why does Telefomin, not linked to Amanab (top left). they appear to border, but its not an attack route....
Users browsing this forum: No registered users