Hi Tisha - looking good (still)
I've just run the numbers through a bonus calculator:
(T=Terrs, D=Defenders, A=Attackers, N=Neighbours)
- Code: Select all
CONTINENT T D A N Bonus/Round Current
Far North 3 1 1 1 0.7 1 1
Arctic 8 5 5 3 5.4 5 7
SubArctic 8 5 11 6 6.7 7 7
Northeast 4 2 4 3 2.3 2 2
Northwest 4 4 5 4 3.8 4 3
Plateau 2 2 5 4 2.0 2 1
California 4 2 3 3 2.1 2 2
Great Basin 3 3 6 4 3.1 3 2
Plains 9 6 7 6 6.9 7 8
Woodlands 7 3 6 4 4.1 4 4
Southeast 7 4 5 4 4.6 5 5
Southwest 6 5 6 4 5.2 5 6
MesoAmerica 4 3 3 2 2.7 3 3
CircumCarib 3 2 2 2 1.6 2 2
In general, the bonus values you've gone for are more-or-less spot-on
The only change I'd suggest would be in the Circum-Caribbean area, which offers good option of expansion into MesoAmerica - which is still well protected. This would possibly be the best start, and allows you to defend a +5 with only 3 border terrs - one of the most lucrative combos on the map. With that in mind, I'd suggest dropping Circum to +1. Either that, or I'd suggest dropping MesoAmerica to a +2 - From Meso you can expand into Circum without much effort, and can stagger into the southwest a little without putting yourself at risk. +4 would be a fair bonus for that relatively-easily-held area - I'd favour
dropping MesoAmerica to +2I'd recommend dropping the
Arctic to a 6, as it offers the better expansion from Far North/Northeast. Just bringing it down would feel a bit more balanced; a tweak to bring the
Southeast to +4 would also make sense. This way the smaller bonuses don;t give direct access to stronger bonuses - if that makes sense.
Other than that, I can;t see too much to change about the gameplay
As for army numbers, I can't see anything that will obviously be a squeeze - but we'll have to wait and see