Moderator: Cartographers
Victor Sullivan wrote:Yes, yes! Nice to see an update! Some comments:This should be "End the wars once and for all and reunite the former Great Empire" or just "End the wars and reunite the former Great Empire".ISN2 wrote:End the wars once and reunite the former Great Empire.
Victor Sullivan wrote:ISN2 wrote:Map Rules:
1. Each player starts the game on 1 or 2 castles depending on number of players.
Yes, good. And with the new XML we can make it so that the maximum amount of castles one can have is two.
ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature
2. Each castle has 4 armies at start and has a +1 deployment bonus.
Alright, I think this is good.
3. Players get 1 army per every 3 territories. The minimum army getting is 3 armies (Like normal maps).
Yup, this is fine, too.
4. There is a barracks territory in each empire bordering the castle with 4 naturals on it. The barracks territory has an auto deploy bonus of 4 per turn.
Meh, I think you could stand to increase the neutrals to like 12, so you have to invest in it.
ISN2: Well I don't want the players to get a hard start, I think it should be fair to let them get the auto-deploy bonus in first turn, then they can focus on other bonuses or eliminations
5. All other empire territories will start with 2 naturals on them except 2 bordering territories with other empires that will start with 16 naturals.
Okay, I agree you have the right idea, but maybe consider increasing it just a bit more - to around 19-21. Like I've said before, quick elimination = bad.
ISN2: Well there are two 16s there, so it is actually 32 between them in total.
6. Having any 5 empire territories will have a +4 bonus.
Note: castle and barracks are counted as empire territories too.
I think this is a little high. Maybe do something like "hold all regions surrounding your castle for +3". You could potentially exclude the Barracks from this - it might be a good idea, actually.
ISN2: Well since there are 7 territories in each Empire and 2 of them are 16, so I think the bonus still should be for having 5, but I can lower the +4 to +3 ...
7. Having any 2 farmland territories will have a +1 bonus.
Note: posts are counted as farmland territories too.
Is this in addition to the standard territory bonus? I think it should be - promote movement into the center farmlands.
ISN2: Yeah this is in addition.
8. Every player must have at least 1 castle or will be eliminated.
Yes, good.
ISN2:
9. The farmlands in middle of map have low number of naturals on them, 2 or 4 except bordering farmlands with empires that have 28 naturals.
Whoa! 28 neutrals?? You want them to go in the middle. Make those 2 neutrals, as well, not 28.
ISN2: Yeah, if you look at the map, from a castle to another are 2 ways, for example from Western Empire Castle too Snowy Lands Castle: WE 1 (16), SL 3 (16) 2 territories and 32 naturals, now other way: WE 2 (2), F15 (28), SL 3 (2) here it is 3 territories and still 32 naturals, and yes you are right, this is a problem and players will not go into the middle, but if I lower them then there will another way for quick elimination. But I guess MarshalNey about 1 way attack is really, really and really nice, I'm going to use it and fix this problem in game-play ...
10. There are territories in farmlands named "Grail Caravan", "Silk Villages", "Viller Camp" and "Tent" that will start with 16 naturals on each and will have an auto deploy of 6 each turn.
Alright, this is decent. 16 seems fairly reasonable, though since it's in the middle you should consider lowering it to 12.
ISN2: Well I'm going to make the bonus more
11. Out ways of each empire will start with 16 naturals at start.
You already said this But I'll say again, these territories should have around 19-21 neutrals, I think.
ISN2: ^^^^^
-Sully
MarshalNey wrote:OK, I've had a better look now. First, let me say that I love the graphics, the little story is nice and overall the theme is good.
Now, here are some clarity issues:
(1) Need to define on the map clearly what constitutes an Empire region and a Farm region. I'm assuming that the Farmlands are all the regions that start with "F" and the Empire regions are everything else, but I hate to make assumptions when playing a map for the first time.
(2) The rule "Barracks bombard adjacent Farmlands", I've no idea what 'adjacent' means here, given my assumption in (1) above.
(3) At some point, you need to put in the legend the symbols for a Castle, maybe a Post if you want to save legend space, (and possibly Barracks if you change the names- you can't have them all be the same name). Also need to show sample symbols for impassible terrain.
As for the gameplay, here are my thoughts:
(1) Conquest maps are tricky, and most require extensive Beta testing. The trouble is always balancing the neutral values to prevent 'quick' eliminations, while providing room for players to accomplish something useful on their turn. Let me go into this in more detail with my next two points.
(2) The current neutral values are too high in some places. As Sully posted, 28 is enough to ensure that any decent player will avoid the center like the plague. Especially when the benefit is so low. Far smarter to just take the 5 regions around them for a +4 bonus, then stack and stack and hope that an opportunity comes around to bull rush and elimate a neighbor. This sort of gameplay experience doesn't seem terribly fun, as the options are currently very 1(maybe 2)-dimensional. Plus, the strategy is minimal and dice will play a major role in determining a victor.
However, a similar argument can be made about Feudal War, so perhaps it will have an appeal (if that's what you're aiming for in terms of a gameplay framework).
(3) The bonuses are okay, perhaps too low for the center (farm) regions. Conversely, perhaps the neutral values can be lowered to 1s for most of the center. Sixteen neutrals for a +6 auto-deploy is fair enough, but considering the awful risk that players take by exposing themeselves to a quick kill, I could even see the bonus as high as +8 autodeploy.
(4) The map needs to have more options. Opening up the center will help a lot; adding in some more impassibles for entering the center might help give the castles more protection. Alternatively, you could make entry into the center a one-way attack (say through the Castle, or Barracks, or some new type of place) and then have no way to attack back out except through a Post, which would guard against quick kills as each Post has a substantial number of neutrals.
Anyway, hope this helps, and keep up the good work!
Marshal Ney
OliverFA wrote:Apologies for not having discovered this map until now. At first glance, it looks so nice!
ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature
natty_dread wrote:ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature
8/2 = 4
ISN2 wrote:natty_dread wrote:ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature
8/2 = 4
Well I believe it was yourself who did teach me that in 1v1 (2 players) it gets divided into 3 and 1 of them goes natural right? So in a 2 players game it is still (8/3), right?
natty_dread wrote:ISN2 wrote:natty_dread wrote:ISN2: Well by default if we divide 8 castles for any of 2,3,4,5,6,7,8 players they will get 1 or 2 castles and I don't think there is any need for that new XML feature
8/2 = 4
Well I believe it was yourself who did teach me that in 1v1 (2 players) it gets divided into 3 and 1 of them goes natural right? So in a 2 players game it is still (8/3), right?
That only applies to regular territories, not starting positions. Starting positions are always divided equally. And if you want the castles to start with 4 troops, they must be coded as starting positions.
1. Each player starts the game on 1 or 2 castles depending on number of players.
2. Each castle has 4 armies at start and has a +1 bonus.
3. Players get 1 army per every 3 territories. The minimum army getting is 3 armies (Like normal maps).
4. There is a barracks territory in each empire bordering the castle with 4 naturals on it. The barracks territory has an auto deploy bonus of 4 per turn.
5. All other empire territories will start with 2 naturals on them except 2 bordering territories with other empires that will start with 16 naturals.
6. Having any 5 empire territories will have a +3 bonus.
Note: castle and barracks are counted as empire territories too.
7. Having any 2 farmland territories will have a +1 bonus.
Note: villages are counted as farmland territories too.
8. Every player must have at least 1 castle or will be eliminated.
9. Six of farmlands in middle of map have low number of naturals on them, 2 or 4. Sixteen of bordering farmlands with empires have 8 naturals and the other four farmlands are villages.
10. Villages are territories in farmlands named "Grail Village", "Silk Village", "Viller Camp" and "Tent" and will start with 16 naturals on each and will have an auto deploy of 8 each turn.
11. Villages can one-way attack into empires using tunnels shown on them map.
12. Empires can one-way attack into farmlands.
OliverFA wrote:If I understand correctly the map, there are 8 Empires, that border the farmlands. However, there is an empire called "Braves Kingdom" and other empires called in different ways. I think it would be nicer if you said that the succesor states of the Empire are just kingoms. Instead of saying "eight empires were formed" I would say "eight kingdoms were formed". This would express the idea that there is only one Empire, and that the little succesor estates are by no mean an empire. And of course, change "Empires" to "Kingdoms" like when you say "+3 for any 5 territories in each empire" it would say "+3 for any 5 territories in each kingdom". Then the fought would be for reuniting The Empire.
OliverFA wrote:The +3 for holding 5 territories in each empire can be a bit confusing for new players. Each empire has 5 numbered territories plus a barrack and a castle. It's easy for a new player to misunderstand that those 5 territories are exactly the 5 numbered territories
In the mini-map I would color each kingdom in a different way. Or, if you want to keep just red colour, remove a couple of "Empires" labels leaving it at only two labels but allowing to see the division between the sub-empires more clearly.
OliverFA wrote:I don't really get the thing about villages one way attacking the empires. On one way it does not make much sense to me. But on the strictly gameplay side I think it is already a pretty open map. There is no need to make it even more open.
OliverFA wrote:Why the barracks can only bombard the farmland territories adjacent to their empire? In my opinion, it does not make much sense to me either. They should be able to bombard all their empire too. I would remove their autodeploy and place it in the castles. This would help protecting castles and avoid sudden eliminations, specially in the early game. Maybe also rename them "defense turrets" instead of barracks so it acts as an explanation of why they can bombard.
natty_dread wrote:You don't have that dark parts in there. Most of your territories are pretty light.
The army circles do not fit the semi-realistic style of your map. They clutter it up, and cover up the nice graphics you have. If you remove them, your map will look 156.2% better.
natty_dread wrote:
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