i'm home now and i feel ready for map making after a good 9 hour sleep.
now here are the latest proposals:
mibi wrote:every territory has a resource. two types of resources pair up to form a product. each main land mass has their particular resource set, and one resource set that is spread out over all the continents.
i like it to an extent. what you are proposing is this.
6 continents each with a unique pair of res = 12 resources
1 pair in all continents = 2 resources.
now each pair forms a product so 6 products.
i actually like it but thre is 1 big issue. the legend. imagine having to add so many icons plus having to make 7 diagrams instead of 2. i think it would be better if i published a manual
the res in every terit part, i don't quite like. somehow i'm sure people could start with huge bonuses
especially in a 3 player game.
mibi wrote:now if you have a resource pair and a market on the same continent you get a bonus. if you have two harbors and a resource pair you get a bonus. if you have a 'factory' you get a bonus for every resource pair you have. and for the pirates cove, if you have the pirates cove you get a bonus for each harbor you have.
and what about the products? you get nothing from owning them?
mibi wrote:if you think about it, its a bit more intuitive. since you get a bonus for take one resource to another landmass. before you get a bonus for taking resources to another landmass which has the same resources, so it doesnt make sense. taking resources to the market gets you a bonus but if you have a 'factory' that can 'combine' the resource pairs its like a multiplier. and instead of the pirates looking for treasure (just another icon on the map) the pirates act as real pirates, preventing merchants from sailing by going after the harbors.
actually taking a product to a market that already has that product is not unrealistic. if you go to your local store you'll see many products that are the same and come from different countries. they differ in quality, price, etc. it's like the real world. competition.
mibi wrote:i think the legend would be easier to display this way. what do you think?
i don't think it would be easier, unless a new way of representing it comes to mind. keeping the current representation system, the legend would become huge. 20+ icons legend + 7 diagrams + some written text = one huge legend that causes even more confusion.
freezie wrote:I would add after ''Pirate cove + a treasure: +1''
--Pirate cove + 2 treasures : +2. Etc.
Just to make things really clear. And there is the space for it.
I would cut the 3rd line into 2 sentences. One for moving the product across the continent, the other for moving it to another continent. Also changing ''source'' to ''product'' and ''destination'' to ''market''.
for the pirate cove rewording i'll use this because i don't have the space to write ''Pirate cove + a treasure: +1'' --Pirate cove + 2 treasures : +2. Etc.
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For each treasure you own you get +1 if you also have Pirate Cove
the second idea you proposed does not work because source means both product and resource and destination means both factory and market.
so here's how i'll do it:
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->To transport something across the same continent you must own the source and the destination.
->Only products can be transported across water and you need 2 harbours to connect the land masses for an extra bonus of 2.
hulmey wrote:1. Instead of harbours connect to each other....Make it harbours acan attack each other...
2. Get ready of the Pirate cove and treasure...It just really confuses the gameplay and complicates matters...This is a new concept your brining to CC...The map after is not a treasure map or a pirates map..But a merchants map!
3. I love the fact that 2 people will be able to battle it out on a continent for resources but this will only happen in a 6 player game because you have 6 markets, so in a 5 player game or less people will aoid conflict and just settle in to get the nearest market....
1. harbours also do the job of transporting products, not just attacking. so i want to make it clear that they connect not just attack.
2. the pirate cove is an important aspect. there were plenty of pirates back in those days and they played an active role. the pirate cove + treasure thing are just a minimal way of implementing the pirates without taking away the attention from the real purpose of becoming a great merchant. actually at first i had other ideas for implementing pirates but the current game engine does not allow such radical changes
3. having 6 markets is ok with me. if i put let's say only 3 markets it means some unlucky fellows will have a hard life in the begining of the game because without markets you can't get the big bonuses. so in a 6 player game everybody has a chance of getting one market, but they will still have to battle because they need to expand. it's like the classic map that has 6 continents. one for each but that doesn't mean they'll settle for just one. everybody is going for the second and third and so on.
hulmey wrote:Now here are my suggestions:
1..limit the markets in the map to four to make them unique....
2.If you have 2 resources on continent = 1 point
if you have 3 resources on continent = 2 points
if you have 4 resources on continent = 3 points
if you also own the market on same continent = 4 points
if you won another market on another continent you can TRADE ( you must have harbour connection for both contients) = 6 points
This would make it easier and in reality without a market yor resources are worth sumthing but when you trade professionaly they are worth are alot more...When you start to export goods they are worth even more....
well actually resources aren't worth a rusty penny unless you can trade them. in the current system you take the resources to a product factory hence the bonus. but in your system you get bonus for simply owning resources and not trading them which is rather unrealistic.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku