oaktown wrote:e_i_pi wrote:Each of the ships starts with 3 armies, autodeploys 2. This is pretty much set in stone.
So, why set in stone? Depending on how thickly you pour on the starting neutrals, you may need to autdeploy more than two per turn.
Why set in stone? I was working from the assumption that the couldn't cancel the +3 armies per turn (which you have now said you can), and also that I wanted to work from one solid 'known', and iron out the unknowns. But...
[/quote]oaktown wrote:e_i_pi wrote:Should there be the usual automatic 3 armies per turn? (I think this is actually a minimum anyhow, so may be a moot point)
With the (relatively new) reinforcement tag you can adjust it up or down, and change the rate at which one picks up new armies. You could also eliminate it all together, and just go with the auto-deploy on the ships. This would kinda make sense, since no nation is going to be going around recruiting new armies anywhere in this continent. Armies of penguins maybe?
...this changes everything. If I can get rid of the armies, which does make sense (why would one nation commit citizens directly into the armies/colonists of another nation??), then I can up the autodeploy. With all this in mind, here's a tentative proposal:
No starting armies, +3 autodeploy on ships.
The neutrals on land represent the harshness of conditions. So,...
- 2 on the landing points (the favourable bays / ports / harbours)
6 on the South Pole (still is the southernmost point of the earth, and therefore the least affected by global warming)
5 on Recovery, Support Force, Dominion, Barrier (as they are still close to the pole)
4 on Byrd, Lambert, Berkner, Slessor, Filcher (one more step away from the pole)
3 everywhere else
...OR...
- 2 on the landing points (the favourable bays / ports / harbours)
7 on the South Pole (still is the southernmost point of the earth, and therefore the least affected by global warming)
5 on Recovery, Support Force, Dominion, Barrier (as they are still close to the pole)
3 everywhere else