rousseau72 wrote:3) For game play, it seems that the Europeans have a fairly large advantage. +3 for landing zone, ability to bombard, attack by sea and a much more compact footprint. Did you really find Indians winning as often?
I wouldn't recommend wasting the time viewing all the games and determining where everyone started and who won unless you really have lots of free time and don't believe me but
the natives actually win slightly more often. Very slightly, like 1-2% the last time I ran through everything. I don't plan to again.
If you run each start position individually things get a bit more interesting but there isn't enough data for me to trust it because of all the different game type options. Regardless when I ran through things it seemed to me that Mapuche may be too good, which is historically amusing as the Mapuche were able to fight off the Spanish for over 300 years and even though diplomatically defeated the people persisted on their own terms even to this day. Not bad for people most of the CC players have never heard of and ask questions about when they first play but I've gone way off topic,
if you have time look the Mapuche up, they are total bad asses.
Anyway, the Mapuche imbalance, if I bother to prove it is real and not just something I perceive, could be fixed by somehow blocking Mapuche 9 from Southern Atlantic Port, with a mountain graphic or something but I don't really want to as it would go against my original design goals. Design Goal 3 actually.
I'm not sure I ever really spelled those out publicly, so I think I will now, because this is a forum and I'm bored.
Original Design Goals1. 9 starting positions to create the feeling that each game is different and allow for the hush hush increase to 8 players if CC does it (spoiler alert, they did). Even in an 8 player game there are 9 possibilities for where the neutral will be which does change the flow of gameplay.
2. Two different 'races' for a very unique conquest feel. Natives and Europeans.
3. To allow for very interesting Fog/Assassin games and to ensure that no starting position would be completely doomed against any particular target. Thus why the map is so open with the 2 ports. Every start position usually has an acceptable route to any other start position. 10 spaces is the worst if I remember right and that is between Aztec/Dutch. In fact that one is so bad I think we failed design goal 3 but it doesn't seem that bad in game.
4. To come up with a bonus system that encourages a wide variety of team game strategies. A player with a Comanche start could easily give a +1 bonus from its land to a team mate that started with Spain for example. In fact deciding how to distribute most of the native land makes or breaks many team games, which again is historically amusing to me. I also love watching team games where it ends up being all Natives vs all Europeans although they are a bit hard to find.