Moderator: Cartographers
benjikat wrote:88,89 - 3 player games require 2 conquers and 7 players only 1
104 - a great number (what a saddo I am Smile ) - only 8 player games require less than 3 conquers - but still 2 - the best size for a very large map
141,142,143 - 4 player games require only 2 conquers
160 - 3 & 7 player games require only 2 conquers
190,191 - 6 player games require 2 conquers and 7 only 1
benjikat wrote:the map would be greatly improved by making the 2 planes start neutral
BaldAdonis wrote:benjikat wrote:88,89 - 3 player games require 2 conquers and 7 players only 1
104 - a great number (what a saddo I am Smile ) - only 8 player games require less than 3 conquers - but still 2 - the best size for a very large map
141,142,143 - 4 player games require only 2 conquers
160 - 3 & 7 player games require only 2 conquers
190,191 - 6 player games require 2 conquers and 7 only 1
Anyplace you have 3 there should be 4, and any 4 should be 5. I think that's the only mistake in the sheet, and it makes sense, because once you get that far down, it's easy to forget that 2&3 go together.
BaldAdonis wrote:benjikat wrote:the map would be greatly improved by making the 2 planes start neutral
Why not the paratroopers instead? As it is, there's no good reason to attack a paratrooper, so anyone holding one from the drop is disadvantaged, in that they can't take the outer ships without a punishment. If they're set at one neutral, the back door is still there, but anyone who takes that route will have to suffer the penalties in subsequent turns.
waseemalim wrote:go benji!! you are much more estoric than I thought.
benjikat wrote:Back on topic: Mathematically the two opposing approaches I have presented are pretty mutually exclusive due to the fact that the very numbers that minimise neutrals are multiples of 3 and 6, the very multiples I would wish to avoid.
Both of the choices in this poll are equally important to me because both are all about limiting the role that luck plays in the first round of the game
yeti_c wrote:Also - another point I just thought of...
If you start with a drop that means if you lose 3 territories then you lose 1 army from your count...
This also means that 1 territory capture means you gain 1 army...
Of course - in the larger maps - if you have enough to drop the opponent 3 territories - then you also gain 3... so that puts you 2 ahead of your opponent...
So whilst I see your point Benjikat - there is a flip side...
Perhaps the best numbers to go for then are the ones in the middle...
i.e. you need to lose or gain 2 territories to lose/gain 1 army?
Thoughts?
C.
oaktown wrote: Starting neutrals are not inherently bad... pre-determined starting neutrals play an important role in in maps with special territories that might give an advantage to the player that gets it on the drop.
oaktown wrote:
However, limiting the number of random neutrals is important because random neturals; 1) effectively take territories out of play for the entirity of some games, 2) force a player to waste armies attacking something other than his enemies if a neutral stands between him and a bonus, and 3) often serve as defensive shields for a player who is lucky enough to get a drop behind one or more neutral territories.
oaktown wrote: Both of the choices in this poll are equally important to me because both are all about limiting the role that luck plays in the first round of the game.
oaktown wrote: It would be nice to come up with a formula for "golden numbers" that somehow take both factors into account and mimimize the roll of luck.
yeti_c wrote:
If you start with a drop that means if you lose 3 territories then you lose 1 army from your count... This also means that 1 territory capture means you gain 1 army...
Of course - in the larger maps - if you have enough to drop the opponent 3 territories - then you also gain 3... so that puts you 2 ahead of your opponent...
So whilst I see your point Benjikat - there is a flip side...
Perhaps the best numbers to go for then are the ones in the middle...
i.e. you need to lose or gain 2 territories to lose/gain 1 army?
Thoughts?
C.
Aerial Attack wrote:Interesting counter argument yeti - alas I believe it is slightly flawed (I haven't done the math ...).
Players Pages
6 2193
5 582
4 2179
3 1835
2 3667
Coleman wrote:If you are wondering why I ignored 7 and 8... They are not a reality yet so they are not really on my mind.
benjikat wrote:35 and less (the most you can start with is 11)
42,43,44 - It's no surprise that the many maps with these "classic" numbers of territories are so popular.
52,53 - the best sizes for slightly larger than standard maps
70,71 - the best sizes for large maps
80 - 5 & 6 player games require 2 conquers
88,89 - 4 player games require 2 conquers and 7 players only 1
104 - a great number (what a saddo I am ) - only 8 player games require less than 3 conquers - but still 2 - the best size for a very large map
141,142,143 - 5 player games require only 2 conquers
160 - 4 & 7 player games require only 2 conquers
190,191 - 6 player games require 2 conquers and 7 only 1
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