koontz1973 wrote:On he right, you have the miners symbol as 1=+2 and 3=+2. Which is it? Some of the others are the same way. Cultists, +2 for the nuclear symbol, is this for each or all of them.
I like the idea with the chasms being adjacent but this would only be used for reinforcements, does it seem a good way to use space. Maybe another simple bonus for holding both sides would make taking these territs more feasible.
The miner get +2 for each mine and whne they have all 3 mines they get an additional +2
1 Mine = +2
2 Mines = +4
3 Mines = +8
The same with the undead. However dwellers get less as the territories with caverns are adjacent. Cultists get +2 per radiation symbol but no extra at all 3 as they have other abilities as well.
The reason for the chasm's is to make the distance you need to go to get to another players start position one territory greater. But for overall balance of the number of territories adjacent to your favored territories for bonus purposes it was necessary to give you a way for that territory across the chasm to be adjacent. That way the territory is valuable to both you and your closest neighbor. Otherwise with no symbol and no way to make it worth anything but part of the standard +1 for 3 bonus of non adjacent territories players may not feel all that compelled to attack it out of fear of reprisal by their neighbor.
nolefan5311 wrote:I think the land portion of the map looks good as far as bonuses go, though you might want to remove the "+1 for each territory that borders you favored territory" and "+1 for every 3 territories that are neither favored nor adjacent". I don't know that this adds anything particular special to the map, or if its even possible with the current XML (writing a continent bonus that is solely dependent on your starting territory).
As far as the bonuses on the right side, I will need to take a much closer look at them.
Also, a couple minor things...for 2 players games I think you should make it a maximum of 2 starting territories per player instead of the 4 you have now. Makes for more interesting games. And for the chasms, you might want to make those stand out a little more...they're not very noticeable.
The "personal continent" concept revolves around your favored territories and the territories adjacent to them Territories that are neither fall into that pool of "others" that make up the +1 for 3. I did because on a small map I wanted their to be a lot of troops possible to make territories change hands alot and controlling the racial bonuses difficult.
The personal continent bonus structure is as follows.
+1 for each favored territory. (+4 bonus)
+4 bonus if you control all four of your favored territories. (+4 bonus)
+1 for each land territory that is adjacent to a favored territory that you control. Territories you control on the opposite sides of a chasm are adjacent. (+13 bonus)
+1 for every 3 land territories that are neither favored nor border a favored territory that you control. (15 territories = +5 bonus)
If you control every territory you would have a bonus of 26 troops.
And yes it's possible to write a "continent" to have a required element for the bonus. Each kingdom would have several continents for bonus purposes. I think it would look something like this.
No Kingdom = +1 for every 3 of any land territories (overridden if you have any of the following)
Kingdom 1 + Favored 1 + Border 1 = + 1
Kingdom 1 + Favored 1 + Border 2 = + 1
Kingdom 1 + Favored 2 + Border 1 = + 1
Kingdom 1 + Favored 2 + Border 2 = + 1
Kingdom 1 + Favored 2 + Border 3 = + 1
Kingdom 1 + Favored 3 + Border 1 = + 1
Kingdom 1 + Favored 3 + Border 2 = + 1
Kingdom 1 + Favored 3 + Border 3 = + 1
Kingdom 1 + Favored 3 + Border 4 = + 1
Kingdom 1 + Favored 4 + Border 1 = + 1
Kingdom 1 + Favored 4 + Border 2 = + 1
Kingdom 1 + Favored 4 + Border 3 = + 1
Kingdom 1 + Favored 4 + Border 4 = + 1
Kingdom 1 + Favored 1 + favored 2 + favored 3 + favored 4 = + 4 (favored synergy bonus)
Kingdom 1 + Non Border/Non Favored 1-3 = +1
Kingdom 1 + Non Border/Non Favored 4-6 = +2 (overrides previous)
Kingdom 1 + Non Border/Non Favored 7-9 = +3 (overrides previous)
Kingdom 1 + Non Border/Non Favored 10-12 = +4 (overrides previous)
Kingdom 1 + Non Border/Non Favored 13-15 = +5 (overrides previous)
* The tricky part is what about holding a territory that is adjacent to a favored but not holding the favored... should that count in the +1 for 3 or not.It is possible that the bonus should be as follows...
+1 for every 3 land territories (32/3 +11)
+2 for each controlled favored land territory (+4)
+1 for each land territory that borders a controlled favored territory (+13)
Which yield almost the same number (28 instead of 26) and grants some bonus even if someone destroys your kingdom via the forbidden lands.As far as the starts in a 2 player game, well that is set by the game itself I cant help how it splits the drops based on the formula for start territories and neutral starts. Unless there is a setting in the xml that I don't know about to limit the number of starting positions.
In a 2 player game
- both players would have 4 Kingdoms (Races) and 4 Adjacent Favored Territories each set to 3 armies. (8/2) - Player Start Positions
- both players would have 3 Creature Types each set to 1 armies with 5 remainder set to neutral . (11/3) - Random Drops
I've been working with the graphics a bit and want to make the map slightly bigger if I can and the key slightly smaller I will see if I can get a new map out this week.
=D=