So, below are some thoughts I had about gameplay. I got some inspiration from what shakeycat said, though I know you prefer simpler maps, Andy, and since I want this to be a joint effort (and I realize you're wrapped up in admin business a lot, so I understand your commenting may not be super frequent), I want to implement your map preferences as well. So, here are my thoughts:
- The island has 3 main areas - the beach, the forest land, and the swamp.
- The beach is of course at the edge of the map - it will be comprised of 12 starting positions. Nothing special otherwise.
- The forest land takes up most of the map and is a 1 auto-decay. The forest lands will be dealt out normally (though there may be some territories that have to start out neutral for balance's sake).
- The swamp is at the very center and is an auto-decay of 99999... (basically resets your troop count to 1). All (four) swamp territories will start neutral. Three rivers run from the swamp to the shores.
- Hazards/Traps
- Killer neutral. They will be quicksand, a whirlpool, and like a lava pit - all have the same functionality, just are in different spots.
- Each hazard will contain a large jewel of sorts that yields a bonus (obviously is a separate territory).
- Camps are strewn about the forest land and have a 2 auto-deploy.
- There will be three "obelisks" in the center of the map (in the swamp): the Obelisk of Purity, Obelisk of Might, and Obelisk of Elements.
- All are one-way attacked by the swamp territories.
- The Obelisk of Purity yields +3 plus 2 for each camp and jewel.
- The Obelisk of Might assaults beach territories, camps, and jewels and bombards all forest territories. Auto-deploy 3.
- The Obelisk of Elements yields +1 per 2 forest territories, +1 per beach territory, and +2 per swamp territory.
Well, so that's my rough idea. Hopefully I can get a rough draft up for ya, but feel free to (or rather, please) give your comments now.
-Sully