Option 2 sounds best, though I'd love to hear Ian's take on that. In any case, it seems we can award some gates/specials without risking a bonus-on-drop and that's great. Offhand, it seems to me that the extra drop opportunities raises the total number of starting terts to a very acceptable level.
HitRed wrote:We still have no XML check
I don't understand this. I probably don't
need to understand this, but in case I do...
And now let me raise a new issue, though I may regret doing so. Are the +4 bonuses for holding any group of three thematics appropriate? I have run the bonus spreadsheet but that's of limited utility. It was designed for bonus regions (such as Europe in Classic) where the terts are clumped together. There are some maps where a bonus region (continent) consists of something like four terts in a clump plus one that's a bit removed. For instance Baltic Crusades has two such continents. American Civil War has one. And in Napoleonic Europe you get a bonus for holding "battle sites" that are spread throughout the map. There are others of this ilk. But this Rome map might be unique in that the majority of "continents" are these dispersed groups. Even a number of gates are "stand-alone" terts that border no other gate tert.
Temples: the three terts are bordered by 15 potential attacking terts. That's a LOT. Markets are bordered by just ten, the fewest of any of these thematics but still a large number compared to the universe of three-tert continents at CC. The spreadsheet requires a number for "Adjacent Bonuses" (i.e. Africa borders Europe, Asia and South America in Classic). That's impossible to specify for this map because continents aren't set up like that. I used 2 in the spreadsheet. Also 1. Also 3. Here are the results when using 2:
Gov't +3.49
Theaters +3.6
Military +3.39
Markets +3.28
Temples +3.81
Altering the number of adjacent bonuses causes a shift of just 0.2 in these results, down for 1 adjacent, up for 3.
The reason these results ought to be taken with a huge grain of salt is that a typical continent (i.e. Europe in Classic) can be cross-defended. If I hold Europe and someone takes Moscow, I can re-attack it from Stockholm, Berlin or Istanbul. When someone is thinking about taking Moscow they have to worry that their armies there will soon be destroyed. On this Rome map I might very well hold a thematic bonus but one of my terts may be surrounded by nothing but neutrals and enemies. And the Flavian Amphitheater, for instance, is surrounded by NINE other terts. I might hold just one of them. On the Classic map the most connections to any one tert is six for Chicago, Nairobi and Dakar. And due to the nature of gameplay, most or all of them will be mine if I have the North America or Africa bonus.
So at best, I think we can conclude that the bonus spreadsheet, as further interpreted, indicates that a bonus of 3 for these thematics would be too low. The question is how much should be added above 3? Is 4 enough? Maybe 5 would be better.
Another consideration: in most games you want to conquer one solid area and expand out from there, not own a bit here, a bit there, widely separated. This is simple tactics. By holding a corner or a nice clump of terts you can leave those not bordering enemies garrisoned by a single army. Going after a thematic on this map is contrary to that most basic strategy, and thus will be avoided unless the reward is large enough to overcome the advantages of consolidation.
One strategy I sometimes follow in games is to ignore bonus continents to a large degree (let others fight over them) and just conquer as many easily-defended terts as possible to garner the standard tert-count bonus without having to worry much about defending any one tert. This often works quite well. We don't want this Rome map to become one where all players follow that strategy, hoping for as many gate terts as happen to fall to them but ignoring the thematics. So maybe the bonus for thematics should be SIX?!
The thematics are an important element of this map. The graphical symbols add a lot of Roman flavor visually, the themes make CCer's think about the nature of historical Rome, and the separated geography has the
potential to make this map strategically unusual, and maybe unique.
For all these reasons on the next revision I'm going to up the bonuses to 6. We can discuss this at length but playtest will ultimately (I hope) prove whether 6 is too much (or perhaps even too little).