Moderator: Cartographers
eally something has to be able to stop the capitals from banging away all of your tech, and what more appropriate way than with Tech?
natty_dread wrote:you know the capitals can only bombard their own techs...
MarshalNey wrote:I do feel that some techs will always be pursued last (like Propaganda) and some always first (like the quick flat bonuses). This diminishes the excitement of research a bit, I think. If all of the options were equally valid to pursue right from the get-go, it would be a pretty neat research tree. Then just the TSF stuff would be the later-game techs.
Anyway, if for argument's sake the Zepplin Research does bombard, then why not make the target all other Capitals? After all, that's what Zepplins typically did in actual usage, they were far too inaccurate to bombard "tiny" targets like towns. Only against big massive cities did they have any real value, much like the Big Berthas from the same war.
Well, I don't think territory count says the whole story. Tech should always be about quality over quantity... right? So there should be a discrepancy.
For Propaganda, is that +2 per Foreign Homeland (tert) held? Or is it just +2 for holding any Foreign Homeland tert (but no more, which would hardly seem worth it)?
For National Pride, a similar question... does one have to hold all of the Homeland terts, or just one for the bonus? If the latter, then it's awfully similar to Secret Conscription, and if the former, then it's not really an option until some Conquering is done which makes Secret Conscription the clear first choice.
Like the map, like the idea, and I hope this helps.
TaCktiX wrote:Gameplay Concerns
A: Zeppelin Strikes looks pathetically weak compared to the other researches. Perhaps adding adjacent neutral countries? Neutral value will be adjusted as appropriate.
MarshalNey wrote:A: Zeppelin Strikes looks pathetically weak compared to the other researches. Perhaps adding adjacent neutral countries?
But all of that aside, the Zepplin Strikes are a bit odd in that the research directly bombards territories... is that correct? In some ways, I thought the idea of Research was that it was completely separate from Conquer, which is neat. Otherwise, why wouldn't you have Researchs like Fifth Column, which could 1-way attack terts directly? (okay, that almost sounds like a good idea, but you get the drift)
Anyway, if for argument's sake the Zepplin Research does bombard, then why not make the target all other Capitals? After all, that's what Zepplins typically did in actual usage, they were far too inaccurate to bombard "tiny" targets like towns. Only against big massive cities did they have any real value, much like the Big Berthas from the same war.
So, to sum up, make Zepplin Tech read, "Can bombard enemy capitals" That's far from a trivial effect. Just make the neutral cost high enough that someone can't wipe another player right away.
TaCktiX wrote:B: I'm convinced there is too much Conquer on the map. There are 126 territories outside of the Homelands, which are 48 strong themselves. Compare that to the research territories, which for the sake of argument I'm including all of them; we've got 66. So the map is presently 2/3 Conquer, 1/3 Research. Doesn't seem even. I intend to cut the number of neutral territories down significantly for Version 3, unless I'm presented with a good counter-argument.
Evil DIMwit wrote:On the other hand, you've got a bunch of territories that just don't do anything. Maybe you should add some more barriers, chokepoints, bonuses -- *something* to make the center of the map more strategically interesting.
TaCktiX wrote:The problem you pointed out just now is why I think there is too much Conquer. Right now, I feel that there is no reason not to just Research Rush and take Doomsday, and when you do it'll take too long for players to reach you to stop your inevitable victory. Doomsday should be a threat in the mid-to-late game, but stoppable by a sufficiently motivated player.
natty_dread wrote:You know, the capitals being able to bombard researches puzzles me. What if you're doing really well on the conquest side, but someone notices a hole in your defense and manages to take your capital... then he can just smash your research, and leave you wandering on the conquest side, not being able to regain your research?
I guess I'm trying to say, the problem is that when all your researches get bombarded, there's no way to begin researching any more.
natty_dread wrote:Although... if capitals can attack Labs / TSF:s, this enables a player to have multiple researches...
This is a pickle. Perhaps just abandon the idea of eliminating your opponents, and make this purely an objective based map? This would make assassin & terminator games pointless, but then, this is already a pretty non-standard map...
edit. or, you could make it so, that the research bonuses won't be duplicated even if you hold several of the same researches, and that you need a matching capital to get benefits of the researches. This way, if you conquer someone else's research, it doesn't give you a huge benefit - and it would be more realistic, as a research is either researhced or not researched. If you know what I mean...
TaCktiX wrote:MarshalNey wrote:For Propaganda, is that +2 per Foreign Homeland (tert) held? Or is it just +2 for holding any Foreign Homeland tert (but no more, which would hardly seem worth it)?
The former. I'll add the word "each" in there.
TaCktiX wrote:Version 3
Gameplay Concerns:
1: Again, interaction between Research and Conquer. In light of the good argument of "you can just adjust the research neutrals to match the conquer aspect," I stuck with the present 126 territory version.
2: Neutral values, too high, too low, what?
3: Any other things requiring greater clarity?
TaCktiX wrote:In response to the previous post...
I'm beginning to realize it's an ongoing concern about 2-3 player games. In those games, each player will get 2 capitals, and 2 labs. To say "you only get 1 of those" is just straight wrong. It will have an interesting implications with Propaganda, National Pride, and Mining, but when you think about it, the player is researching those twice, so they should get twice the bonus, yes? Propaganda we will likely need to code so that it triggers when you DON'T hold the capital (so you get the +4 out of the homeland as expected). Picking up the capital will likely remove the Propaganda bonus and replace it with generic Homeland, since technically you own the country now.
As a further argument in regards to "but if someone eliminates another and picks up all their research, they get all the benefits," think about real war. Once a nation is taken over, inevitably its secrets and capabilities are given to the victor. And it's an interesting gameplay twist that we've been trying to cultivate this entire time, hence the title "Research & Conquer."
TaCktiX wrote:Extra bonus for holding the entire homeland of technically 6 territories, as the Mine and Capital do not have a flag (the symbol for homeland, as indicated in the legend).
1: Again, interaction between Research and Conquer. In light of the good argument of "you can just adjust the research neutrals to match the conquer aspect," I stuck with the present 126 territory version.
2: Neutral values, too high, too low, what?
3: Any other things requiring greater clarity?
- Bridges
natty_dread wrote:
Hmm... I'll have to get back on this, but it seems national pride should be higher.
Mining should be lower, since it would be nice to encourage players to take it early, so the mines on the conquer side would enter the gameplay. The mines should be a big aspect of the conquer side of gameplay, IMO. Something the players should fight for.
yeti_c wrote:Also - this allows you to have 1 capital - and 1 set of research that aren't actually linked.
C.
-=- Tanarri -=- wrote:The relationship between the neutral values for National Pride and Propaganda seem a bit off. If you own a foreign homeland and want a +4 bonus, you need to take out a 12, whereas for a +2 bonus you need to take out a 10. Perhaps 20 would be a better neutral for National Pride?
I am also wondering how nationality will be determined on a code level? I had thought that it was going to be based on red player getting SW, green getting W, etc. If this is the case though, I could see this not working in 2-3 player games. This is what I think someone said was the case when I asked before, but I'm not sure. If so, I recall natty_dread suggesting a "required=1" tag to eliminate doubling techs... I wonder if this could also be used to include all of the techs and the lab/TSf spots to determine nationality?
If a player starts with two capitals, then they can always make a choice on which technologies to research and not duplicate their efforts. I really don't think that tech should be getting doubled in any situation, including when a nation is conquered. In any 4x game I've ever played, you only receive the techs of the conquered nation that you don't already own. If you already know how to mine, then it's hard to learn how to do it again from another country you just conquered, for example.
1) Red can own their homeland and have direct access out from their capital, this provides a huge strategic advantage. Perhaps the mine should be moved to the location either SW1, SW3, or SW5 is currently at?
2) Both Yellow and Teal have two territories to reinforce through to get out from their capital... not a big deal unless the map is played on adjacent reinforcement settings.
3) The top left seems pretty wide open for taking easy territories. This provides too unfair of an advantage to blue and possibly green.
I'm not sure if there's a better way of indicating this, but perhaps some thought could go into making it a bit clearer. I could see how some people could get confused, especially with the mine being the same colour as the homeland territories and the capital. I understand that it's like that because the mine is part of the country, but it can confuse things a bit.
natty_dread wrote:However they will be nice backups. If someone bombs your other research you still have backup techs that give you a bonus... so they're not completely useless either.
yeti_c wrote:Also - this allows you to have 1 capital - and 1 set of research that aren't actually linked.
TaCktiX wrote:yeti_c wrote:Also - this allows you to have 1 capital - and 1 set of research that aren't actually linked.
Negative. XML will be coded so that a lab is required to hold the research, and since labs are starting position-linked to capitals, the possibility you pointed out won't occur.
TaCktiX wrote:-=- Tanarri -=- wrote:I am also wondering how nationality will be determined on a code level? I had thought that it was going to be based on red player getting SW, green getting W, etc. If this is the case though, I could see this not working in 2-3 player games. This is what I think someone said was the case when I asked before, but I'm not sure. If so, I recall natty_dread suggesting a "required=1" tag to eliminate doubling techs... I wonder if this could also be used to include all of the techs and the lab/TSf spots to determine nationality?
We will have designated start positions, comprising a capital and a lab. So long as the same player gets the same pair, it doesn't matter their color. I only used the colors I did on the map for consistency's sake, not for any direct correlation to the map in play.
-=- Tanarri -=- wrote:If a player starts with two capitals, then they can always make a choice on which technologies to research and not duplicate their efforts. I really don't think that tech should be getting doubled in any situation, including when a nation is conquered. In any 4x game I've ever played, you only receive the techs of the conquered nation that you don't already own. If you already know how to mine, then it's hard to learn how to do it again from another country you just conquered, for example.
TaCktiX wrote:I'm split on the issue. Half of me wants to keep in the tradition of other conquer-based maps like Age of Realms and Feudal War (effectively allowing doubling), and of having researches one-shot like the 4X example you mention (one of my fave genres, btw). We might roll up a poll after I discuss it with Oliver.
TaCktiX wrote:natty_dread wrote:However they will be nice backups. If someone bombs your other research you still have backup techs that give you a bonus... so they're not completely useless either.
You'd have to kill all of those neutrals to get...a backup. Serious waste of armies, to the point of being completely useless.
[/quote]TaCktiX wrote:yeti_c wrote:Also - this allows you to have 1 capital - and 1 set of research that aren't actually linked.
Negative. XML will be coded so that a lab is required to hold the research, and since labs are starting position-linked to capitals, the possibility you pointed out won't occur.
MarshalNey wrote:See above. I don't think that the current values are definitively imbalancing to the Research/Conquer mix, but I'm not convinced that the increase was necessary even if it isn't imbalancing. What were the reasons for the increase? I might feel better about it if I knew.
In this context, one would be lead to believe that "homeland" refers to a whole region marked by the colored flags.
MarshalNey wrote:Looking at what you've posted, I feel much better about this map. As for your current concerns:
1: Again, interaction between Research and Conquer. In light of the good argument of "you can just adjust the research neutrals to match the conquer aspect," I stuck with the present 126 territory version.
I'm not sure about the increase in neutral values... it's so very hard to gauge when Conquer will become more profitable than Research. Certainly, if you were worried about there being too much Conquer beforehand, increasing the costs of Research isn't going to ease that concern...
MarshalNey wrote:2: Neutral values, too high, too low, what?
See above. I don't think that the current values are definitively imbalancing to the Research/Conquer mix, but I'm not convinced that the increase was necessary even if it isn't imbalancing. What were the reasons for the increase? I might feel better about it if I knew.
MarshalNey wrote:3: Any other things requiring greater clarity?
Well, everything is much more explicit, except for the usage of the word "homeland".
Here's the problem: "homeland" is never defined, so we have to pick it up from context, and there are two duelling contexts.
In one context (the stronger one), there are instructions that state, "Holding entire homeland..." or, "Holding entire foreign homeland..."
In this context, one would be lead to believe that "homeland" refers to a whole region marked by the colored flags.
In the other context (the weaker), there is an instruction for Foreign Propaganda that states, "+2 bonus for each foreign homeland held," while the instruction for National Pride states, "+4 reinforcements for each homeland held."
With these instructions, the definition of "homeland" as a region seems in doubt; if Foreign Propaganda only activates when you hold the entire region, it seems like a pretty special case, since you'll likely have the Capital too and then it would only fall under National Pride since it wouldn't be a foreign homeland anymore. On the other hand, if Foreign Propaganda activates when you hold just a single tert with a flag (which we could guess since the qualifier 'entire' wasn't used here), then National Pride seems either way overpowered giving +4 per single flagged territory, or it's unclear that you need a single flagged territory to activate a one-time bonus.
In other words, if "homeland" refers to a whole region, then Foreign Propaganda is nearly useless; if "homeland" refers to any single piece of a region, then National Pride is way too useful.
What I'm guessing, is that you're using homeland to describe both a whole region and any single flagged territory, in which case you'll need to come up with another term and apply it to one of those definitions or use better qualifiers.
To begin with, we've expanded the objective to include continents. This will lead to maps with more flexible winning objectives like "hold 60% of the world". For more information about map development, please visit the Map Foundry.
natty_dread wrote:To begin with, we've expanded the objective to include continents. This will lead to maps with more flexible winning objectives like "hold 60% of the world". For more information about map development, please visit the Map Foundry.
I think this opens up interesting possibilities for this map...
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