Moderator: Cartographers
asl80 wrote:2 - remove russia/china/japan (or parts thereof) from the map completely, put your legend and stuff in the top right, and have fun making all the bonuses and trading companies work from the new starting position.
(the entire americas are absent anyway)
(when did the modern british first go into the middle east?)
(your chinese and russian continents do look beautiful though and it would be a shame to lose them)
asl80 wrote:k, guess my post was also to gauge what was fundamental to the map for oaktown, i.e. whether it was "eastern hemisphere" or "empires/imperial power and transition" or the "trading companies" or classic gameplay etc.
... from there we would know what would be revisable and what must stay and be worked around.
iancanton wrote:our russian empire has 12 territories with somewhat arbitrary boundaries. have u considered using the 13 military districts of the empire as a basis for territories, but treating ukraine (kiev and odessa) as one district rather than two, so that the overall number doesn't change?
http://en.wikipedia.org/wiki/Military_d ... ian_Empire)
the differences are listed below.
amur: amur plus kolyma (merged)
irkutsk: sakha plus taymyr (merged)
omsk: siberia
caucasus: stavropol
kazan: the southeastern part of perm
moscow (the glaringly-obvious omission!): the southwestern part of perm
warsaw: poland without the coastline, bordering vilno and ukraine
vilno: coastal poland plus southern st petersburg, bordering warsaw, ukraine, moscow and st petersburg, but not finland
st petersburg: central and northern st petersburg plus northern perm
turkestan, ukraine and finland: no change
the southern part of the ural mountains can be moved to the right to accommodate the extra western territories.
ian.
foregone wrote:why not just go with the one you feel happiest with?
yeti_c wrote:Note : differing levels of Neutals requires an XML upgrade (see Maze Craze) - so starting 3 resetting to 6 isn't currently possible if you want to get this map out anytime soon.
foregone wrote:Gameplay: Portugese Empire seems quite easy to hold. Any chance of adding Macau (sp?) out in the East to form part of the Empire?
oaktown wrote:foregone wrote:Gameplay: Portugese Empire seems quite easy to hold. Any chance of adding Macau (sp?) out in the East to form part of the Empire?
Three territories, none of which are connected, with four territories and an entire region between them, seem easy to hold? I'd say that the Japanese Empire and the Netherlands Colonies both present easier +2s, but when we get a game going you go for it.
I actually like having a bunch of relatively easy small bonuses that players can go for early on - I'd say that the Colonial Empire bonuses might be very attractive early on as your armies are spread across the globe, but as the game progresses you'll want to create a defensible block from which you can expand. So while somebody might have the Portuguese Empire by round two, chances are they won't still have it come round six as they're faced with opponents trying to nab Southern Africa and/or Europe.
As for Macau, we've gone back and forth with some of the smaller European possessions and pretty much decided it's not worth trying to show them all... east timor, hong kong, the many tiny countries in west africa, etc. Macau rates lower than some other locales we've left off.
iancanton wrote:is the number of neutrals on the ship a bit high at 5 rather than 3? i'd certainly avoid attacking 5 neutrals unless there was no other way, so the bonus regions in africa and oceania can almost be regarded as not having borders with the colonial powers during the opening and middlegame.
iancanton wrote:is the number of neutrals on the ship a bit high at 5 rather than 3? I'd certainly avoid attacking 5 neutrals unless there was no other way, so the bonus regions in Africa and Oceania can almost be regarded as not having borders with the colonial powers during the opening and midgame.
oaktown wrote:That was kind of the idea - it should take a fairly strong European power to control the seas and disrupt empires abroad. Perhaps it is enough that it's a killer neutral? Thoughts from the foundry faithful?On the bright side, nobody has yet launched a diatribe about how this is an awful idea - perhaps I've actually found an acceptable solution?
reggie_mac wrote:The North Island of New Zealand is missing its top half, it is cut off from an earlier version of the map which had the text over it but never made it back in.
asl80 wrote:so far i;m thinking that you've made a good compromise with the boat ... but am leaning towards an increase in its nuetral value ... remembering the intense power that can be wielded by a bombard position ... i.e. waterloo and arms race.
asl80 wrote:salso, south africa is plagued with colonisation and thus should be given, as a medical reparation, a continent bonus increase of somewhere between +1 and +47 ... or i'm sure you get the point (with it's 9 borders once the boat comes into play).
japan and chinese empire look like they can be held for +6 from 3 borders, hmmm.
s.e.asia, 4 borders for +3?
pamoa wrote:The solution IS very acceptable. As I see it, the killer neutral means that if any European power does want it, it can disrupt any opponent commercial line for a while then it should be killer neutral 3 and could also happen at the beginning of the game, if someone get a good drop by example. Or you want it more like if an European power is strong enough it can take control of the seas and dominate the world then it should be more a plain 15 neutral for mid/endgame.
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