Moderator: Cartographers
-=- Tanarri -=- wrote:The one thing that I think we should make sure of is that at no time is a foreign homeland worth more than your original homeland.
-=- Tanarri -=- wrote:One possible way of doing this is to make homelands worth 4 (or 1 for every 2) and foreign homelands worth 2 (or 1 for every 4). Then National Pride and Propaganda could either be +4 each or Propaganda could be just +2. Personally I don't like Propaganda only being +2, as it makes it pretty useless.
Another possible way that would help cut down on instructions is to have all homeland territories worth +4 or +1 for every 2, then have National Pride worth +4 for your own homeland. This way while foreign and national homelands will be worth the same for non-tech bonuses, national homelands have an opportunity to be worth more through tech. If this were to be the case, then Propaganda could either be +2 per foreign homeland or, as carl suggested, we could change Propaganda to a bonus per capital, which I like better. This helps make it more worthwhile to kill other players, since you'll be able to get a greater bonus and there will be many cases where taking a full foreign homeland itself would not be practical.
In any case, I think that I like +1 for every 2 for non-tech for national homelands, since it will help speed up the start of the game. I do agree that there should be significant consequences for someone breaking your national homeland though, so perhaps National Pride could be kept as a flat +4 for the full homeland, since there wouldn't be much pride in having a nation that's been successfully invaded by the enemy, now would there?
For the rest of it, I think for now my preference would be to have foreign homelands also be worth +1 for every 2, as it helps give a bonus for foreign homelands even when there may be 2-3 large stacks on some territories that are neutrals after someone's been capital eliminated. I also think that having Propaganda being a capital bonus would help as well, since it makes it a versitile tech and helps increase the potential for bonuses you get from invading someone else's homeland.
thenobodies80 wrote:I'm really happy to see that finally this map has reached the graphics workshop, congrats!
Now, i know we've already discussed this, but the text in the legend of your small version leaves me perplexed...
I mean, on the big version it looks great but when i look the small one it seems a bit blurry and the shape of yours "i" letters doesn't help. Althought it is redeable, sometimes i read things like "Labs can assault all Bask Researches" ( ) instead of "Labs can assault all Basic Researches". And i have a perfect view
Did you tried with another, but similar, font for the lower right legend on the small version?
Again about the legend,the edges, pipes i assume, they look really clean. Everything else on the map refers to the concept of the movement, processing. I think you should try to give to those pipes a more dirty/used appearance, if you get what i mean
Is there a way to have red and green territories that look just a bit better through Vischeck? (considering that letters already do the trick)
carlpgoodrich wrote:I think everyone was ok with Propaganda being a capital bonus. For my comments below, I will assume this is the case.
I agree that with no techs, the foreign and domestic homelands should operate the same. This will save space and make the map less confusing (something we should also be aware of). You have some good points for why the homeland bonus should be +1 per 2 instead of +4 for all, but I still think there are more upsides to the latter. Here are my reasons:
- The main reason is that it gives players something to "break". Looking at the techs: SA, AR zeppelins, TSF's and doomsday are unbreakable, Probaganda is almost unbreakable (bc you are eliminate if its your last capital), and the conscription and mining techs are only breakable in an incremental way. National pride is the only bonus on the map that can be completely broken by taking one territory, and it's only worth +4. Making the homeland bonus +4 for all would make that an 8 troop swing, which is probably enough to get people to defend it.
- It will give players something on the map to "shoot" for in the early game. With mines probably coming later, this rewards players who do more on the map then just "get a card".
- It will give a bit more of an advantage to a player that plays aggressive and eliminates another player very early, because they will be able to hold a bonus that otherwise would not be available at all.
- It reinforces the idea that uniting your whole homeland is important, and not just controlling part of it.
- It will be much easier and shorter to explain: "Hold a homeland: +4" (1 line) vs. "+1 for any 2 in a given homeland" (probably 2 lines and more confusing IMHO).
- This would be the only thing that resembles a standard CC map (i.e. regular bonus regions). While this should not be a litmus test or anything of the sort, I think it might be comforting to people new to the map that their intuition is correct.
Now that I think of it, this bonus is relatively small. I'm not sure how I feel about it, but what do other people think about making both the homeland bonus and National pride a bit stronger (+5 or +6)? Along the lines of the first bullet point above, I think these bonuses should be strong enough to be relevant in the late game so the dynamic of "protecting" and "breaking" still exists. We should probably at least have the discussion.
-=- Tanarri -=- wrote:I had poked around the other tabs of the spreadsheet and looked at the Progess tab. In the notes under SA and AR, it says to invalidate Conscription up to a certain number. If I read this correctly, it sounds like SA and AR are being coded to be a minimum territory bonus of 6 and 18 as opposed to +3 and +12 troops respectively. I am confused as to which the techs are supposed to be. I recall discussions in the past about SA and AR being 'as if' they were a minimum territory bonus, but I because of the description on the map I thought they were just a straight reinforcement bonus that gave you a minimum of 6 and 18 troops but didn't have any relation to the minimum territory bonus at all.
Are SA and AR intended to be just reinforcement bonuses or are they intended to be a way of raising the minimum territory bonus? If the latter, then I think that the tech description on the map needs to be updated to reflect this. If they are intended to affect the minimum territory bonus specifically, then I think it may be worthwhile to reopen them to discussion regarding the neutral value, since I would think that they'd be worth slightly less if they're not going to provide a consistant +3 and +12 bonus.
-=- Tanarri -=- wrote:In the interest on kick starting the progress on this map again, below is a summary of the different discussions that have been on the table gameplay wise in the last couple pages.
SA and AR - +3 troops and 15 neutral for SA and +12 troops and 60 neutral for AR seem to be the concensus. Are there any objections to these or can they be finalized?
TSF bonus - +6 autodeploy and 30 neutral was the last suggestion made, to which carl and I agreed, but have not gotten feedback from anyone else since. Is there more discussion to be had here or should this be finalized?
National Pride and Homelands - The suggestions here have been for +6 bonus for both National Pride and all homelands, regardless of whether its a national or foreign homeland. Also suggested has been keeping the neutral for National Pride at 20. Any thoughts on these proposed values or should this be finalized as well?
Doomsday Device prerequisite - I think the two ideas that have been put forward for these have been to let it remain as having no prerequisite or having TSF be the prerequisite. I believe the idea of Zeppelins as a prerequisite has been discarded due to the difficulty in implementing it through code. Feel free to correct me if I'm wrong on this one. Any thoughts from anyone in either direction?
-=- Tanarri -=- wrote:SA and AR - +3 troops and 15 neutral for SA and +12 troops and 60 neutral for AR seem to be the concensus. Are there any objections to these or can they be finalized?
-=- Tanarri -=- wrote:TSF bonus - +6 autodeploy and 30 neutral was the last suggestion made, to which carl and I agreed, but have not gotten feedback from anyone else since. Is there more discussion to be had here or should this be finalized?
-=- Tanarri -=- wrote:National Pride and Homelands - The suggestions here have been for +6 bonus for both National Pride and all homelands, regardless of whether its a national or foreign homeland. Also suggested has been keeping the neutral for National Pride at 20. Any thoughts on these proposed values or should this be finalized as well?
-=- Tanarri -=- wrote:Doomsday Device prerequisite - I think the two ideas that have been put forward for these have been to let it remain as having no prerequisite or having TSF be the prerequisite. I believe the idea of Zeppelins as a prerequisite has been discarded due to the difficulty in implementing it through code. Feel free to correct me if I'm wrong on this one. Any thoughts from anyone in either direction?
Victor Sullivan wrote:-=- Tanarri -=- wrote:TSF bonus - +6 autodeploy and 30 neutral was the last suggestion made, to which carl and I agreed, but have not gotten feedback from anyone else since. Is there more discussion to be had here or should this be finalized?
I'm afraid I'm gonna have to disagree with you and carl here, Tanarri. I believe the TSFs were much better as 15 neutrals and +3 auto-deploy. Basic research can assault their advanced techs, and I believe that we should promote going through the TSFs to get the advanced research, rather than through basic techs. I also believe the reasoning behind going for the TSFs is for the advanced research access, not the auto-deploy and it should therefore be lower. In short, low neutrals, low auto-deploy.
carlpgoodrich wrote:Victor Sullivan wrote:I'm afraid I'm gonna have to disagree with you and carl here, Tanarri. I believe the TSFs were much better as 15 neutrals and +3 auto-deploy. Basic research can assault their advanced techs, and I believe that we should promote going through the TSFs to get the advanced research, rather than through basic techs. I also believe the reasoning behind going for the TSFs is for the advanced research access, not the auto-deploy and it should therefore be lower. In short, low neutrals, low auto-deploy.
I actually agree with you here (+6 and 30 was a bit of a compromise), although I believe the idea is that basic techs are required for the corresponding advanced tech to work, in which case the value of TSFs is mainly just the autodeploy.
That being said, I don't think there has been a real discussion on this, and maybe it would be a good thing to allow advanced techs without their basic counterpart (again, this allows for more varying strategies as someone can go for an advanced tech faster at the risk of not getting any bonus for a while). I actually kinda like this, as it allows for bigger risks and faster rewards. Also, the legend would be pretty simple "advanced techs can be assaulted by TSF or corresponding basic tech" and short (2 lines max). For auto/neutral, I agree something smaller for both than +6/30, although with the extra power it would have maybe +3/18 or +3/20 would be reasonable.
Victor Sullivan wrote:I understand your thinking, and agree with you in some respects. Seeing your argument, I agree that the basic tech should be required for the advanced tech, but I still stand by my position on the auto-deploy and neutrals of TSFs. Remember, TSFs can assault any tech, so it's worth it solely because you have a constant supply of troops to assault the basic techs as opposed to none with the labs. In addition, TSFs are the only thing that can assault the Doomsday Device, another incentive, since you'll inevitably will have to get it for that aspect. I might be willing to compromise at +4 auto-deploy, but certainly no more.
-=- Tanarri -=- wrote:TSFs can assault any tech, which I see as being a minor advantage. The only benefit that I could see here is if someone was trying to take two techs in a turn and one of them was an advanced tech. You'd then be able to assault one tech and use the remainder to take the other. Given the neutral values on most of the techs, I'm not sure that I can see this happening very often.
-=- Tanarri -=- wrote:TSFs being able to attack Doomsday is definitely an incentive to take them, but I would consider this a reason to increase the 'turn cost' or to add an extra 5-10 to the neutral value of the TSFs in comparison to Standing Army. I see the auto deploy bonus as being separate from this. If anything, I would think that a higher neutral value than 15 should be on TSFs if for this point alone.
-=- Tanarri -=- wrote:The fact that TSFs autodeploy into the tech tree itself is a disadvantage, when you compare it to either Standing Army or Activated Reserves (the other two that give a flat bonus). If a player decides to take TSF and weakens themselves in doing so, that bonus isn't going to be of any use to them if someone is coming to take their capital.
-=- Tanarri -=- wrote:I do agree with the 5 turn cost ratio that you had with the +3 to 15 cost. I think it's appropriate given the benefits, even if it does have the disadvantage of autodeploying. The thing that I'm hung up on is that from my understanding (and TaCktiX or Oliver can confirm/deny this) is that the main point of TSFs is to provide the player with an option for pursuing a tech heavy strategy. This is accomplished by forcing the player to make an investment (the neutral value) in exchange for a notable boost in research. The other part of this is that in order for it to be a distinct bonus for itself, it needs to be an early-mid game bonus, so it can't cost a huge amount.
-=- Tanarri -=- wrote:After taking a look over the neutral values for the other techs again, I think it maybe 30 neutral is a bit too high to have it come in early enough, and think that 25 may be more appropriate. Perhaps +5 with a 25 neutral would work? My concern is that if the bonus is too low, then it will diminish how significant of a tech boost it will give and affect its purpose of being there in the first place. I really think that +5 is even getting too low for it to have a substantial effect, but I also realize that if the neutral value is too high, then it will cease to be a distinct bonus of its own. Heck, if there was support for it, I'd almost be inclined to suggest +6 with a 25 neutral value. That would give it a 4.16 turn cost, which may be too low.
-=- Tanarri -=- wrote:Is there a particular reason you want to see it so low in bonus and neutral value?
Victor Sullivan wrote:The way I see it, we want to promote the use of TSFs, the whole research line in general, while still making conquering the geographical map a viable option, of course. To address some of your points:
Victor Sullivan wrote:-=- Tanarri -=- wrote:TSFs can assault any tech, which I see as being a minor advantage. The only benefit that I could see here is if someone was trying to take two techs in a turn and one of them was an advanced tech. You'd then be able to assault one tech and use the remainder to take the other. Given the neutral values on most of the techs, I'm not sure that I can see this happening very often.
Even so, it's an advantage and certainly anyone who has the TSF early on would use it instead of labs to assault basic techs and it instead of basic techs to assault advanced techs.
Victor Sullivan wrote:-=- Tanarri -=- wrote:TSFs being able to attack Doomsday is definitely an incentive to take them, but I would consider this a reason to increase the 'turn cost' or to add an extra 5-10 to the neutral value of the TSFs in comparison to Standing Army. I see the auto deploy bonus as being separate from this. If anything, I would think that a higher neutral value than 15 should be on TSFs if for this point alone.
See, but simply adjusting the Doomsday Device neutral count would be a much better solution, rather than raising the TSFs' neutral count. I'm afraid I don't see your point with the Standing Army tech.
Victor Sullivan wrote:-=- Tanarri -=- wrote:The fact that TSFs autodeploy into the tech tree itself is a disadvantage, when you compare it to either Standing Army or Activated Reserves (the other two that give a flat bonus). If a player decides to take TSF and weakens themselves in doing so, that bonus isn't going to be of any use to them if someone is coming to take their capital.
Right... So how is this reason to up the neutral value, if it's weaker?
Victor Sullivan wrote:-=- Tanarri -=- wrote:I do agree with the 5 turn cost ratio that you had with the +3 to 15 cost. I think it's appropriate given the benefits, even if it does have the disadvantage of autodeploying. The thing that I'm hung up on is that from my understanding (and TaCktiX or Oliver can confirm/deny this) is that the main point of TSFs is to provide the player with an option for pursuing a tech heavy strategy. This is accomplished by forcing the player to make an investment (the neutral value) in exchange for a notable boost in research. The other part of this is that in order for it to be a distinct bonus for itself, it needs to be an early-mid game bonus, so it can't cost a huge amount.
Right, which is why I suggested 15... Still not seeing your point...
-=- Tanarri -=- wrote:After taking a look over the neutral values for the other techs again, I think it maybe 30 neutral is a bit too high to have it come in early enough, and think that 25 may be more appropriate. Perhaps +5 with a 25 neutral would work? My concern is that if the bonus is too low, then it will diminish how significant of a tech boost it will give and affect its purpose of being there in the first place. I really think that +5 is even getting too low for it to have a substantial effect, but I also realize that if the neutral value is too high, then it will cease to be a distinct bonus of its own. Heck, if there was support for it, I'd almost be inclined to suggest +6 with a 25 neutral value. That would give it a 4.16 turn cost, which may be too low.
Victor Sullivan wrote:-=- Tanarri -=- wrote:Is there a particular reason you want to see it so low in bonus and neutral value?
The TSFs can't have too high of an auto-deploy, as it diminishes the cost of the Doomsday Device (and everything else, really, though more so the Doomsday Device), and in order to support its use in other ways, I feel it needs to have a low neutral count.
-Sully
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