Moderator: Cartographers
DiM wrote:imagine a 1v1 game. there are 44 terits so i get 22 to start and that gives me 7 troops to deploy at first. let's say we get an even spread in the warzone. i get 4 terits and you get 4 terits. i put my troops in one terit on the war zone and that gives me a 10 troop stack. with 3 good rolls in a row i can take 3 tomahawks/bows and then using my other terits from the war zone i can reinforce each of my tomahawks with 5 troops at the end of my turn and i've secured an aditional +6 on top of a +8 for having 25 terits.
DiM wrote:in my years of map making i've discovered one thing. the number of terits that can attack a certain territory is in many cases irrelevant. just for fun i used the bonus calculator that most people around here swear by to compute the bonuses from my steamworks map. it's horribly wrong and it gives me only +7 + 8 bonuses for continents with 2 borders and 4-5 terits. and all this because the map is very open and a border can be attacked from at least a dozen places.
that calculator might work fine on something classic but on what you have here it is utter crap.
the fact that a terit can be attacked by 20 others doesn't actually mean it will be attacked by them.
DiM wrote:again imagine a scenario. 8 player game. i deploy 3 troops and form a 6 stack. good dice and i take ap-3. i reinforce with 2 more troops from another terit. that gives me a 7 stack on that terit. yes the entire war zone can attack me but who will do it when they have just 3 to deploy and it will mean attacking 6v7? nobody. yeah sure if the other 7 players all focus on attacking my terit they might finally break it but nobody will do it. and in round 2 i have an unbreakable +3.
DiM wrote:compare miccosukee with caluso.
you say micossukee has +3 because that terit can be attacked by the entire war zone. if that argument is valid then what should caluso's value be?
that continent has not 1 but 3 areas that can be attacked by the entire war zone. also it has 5 places where it can be attacked by other neighbouring continents and on top of that it has 10 terits so it is much much harder to take. so why is it worth just 8? if the same standards apply then it should be worth at least 30-40 troops. but that would be absurd wouldn't it?
same thing with the castle bonus. +5 for 1 terit is HUGE and it can only be attacked from the conquiztador. it can't even be attacked from the entire war zone. not that it would justify its bonus if the entire warzone could attack it.
ender516 wrote:A quick point, DiM: If a map has 44 territories available for the initial drop, then in a 1v1 game, each player gets 14, and 16 are set neutral. In a 1v1v1 game, each player gets 14, and two are set neutral.
MarshalNey wrote:DiM wrote:imagine a 1v1 game. there are 44 terits so i get 22 to start and that gives me 7 troops to deploy at first. let's say we get an even spread in the warzone. i get 4 terits and you get 4 terits. i put my troops in one terit on the war zone and that gives me a 10 troop stack. with 3 good rolls in a row i can take 3 tomahawks/bows and then using my other terits from the war zone i can reinforce each of my tomahawks with 5 troops at the end of my turn and i've secured an aditional +6 on top of a +8 for having 25 terits.
Hmmm, this is the common trouble with gameplay issues- everyone has their 'normal' settings for games, and those are the glasses through which they view 'balanced' bonuses.
MarshalNey wrote:Ender's correction to your scenario aside, the fact is that I usually don't heavily bias my advice toward balancing 1v1s, and far less so to Unlimited Reinforcements (I also usually neglect Manual Deployment, Nuclear Spoils and Freestyle for those who are curious). In the main, my advice is geared toward 3-8 player & Team Games, No Spoils/Flat Rate, Automatic Deployment and Sequential Turns. One-versus-one games always get some consideration, but in many ways these games tend to have very different considerations than all of the other games types in terms of bonuses and deployment. The one exception to this is Conquest-style maps, where there is no real excuse for not making a perfectly balanced game for 1v1s.
Although part of the goal for a Foundry Gameplay Stamp is to make the map as playable as possible for all game settings, the bottom line is that priority usually is given to certain games types over others, as per the goals and vision of the mapmaker. Personally, I would advise a mapmaker away from creating a map that caters to what I consider 'advanced' or 'specialty' settings, but I think that there is a place for any map so long as it doesn't create an abnormally unbalanced experience for any given setting.
1v1 games, by their nature, tend to create game situations where the drop, turn order and initial luck of the dice often play a more significant role. I don't feel that this map creates an abnormally skewed experience in this regard.
MarshalNey wrote:DiM wrote:again imagine a scenario. 8 player game. i deploy 3 troops and form a 6 stack. good dice and i take ap-3. i reinforce with 2 more troops from another terit. that gives me a 7 stack on that terit. yes the entire war zone can attack me but who will do it when they have just 3 to deploy and it will mean attacking 6v7? nobody. yeah sure if the other 7 players all focus on attacking my terit they might finally break it but nobody will do it. and in round 2 i have an unbreakable +3.
This a cogent scenario, but I feel that the implied question is not necessarily applicable in this case. The question seems to be, "Are the bonuses too high compared to the stage of the game at which they can be taken?". The companion questions that I have are, "Can every player potentially snag a 'quick' bonus?" and, "What risks does a player take when pursuing a 'quick' bonus?"
For instance, if an 'easy' bonus is not unique- indeed if it is so ubiquitous that any player can grab one- then the map can still be balanced, because the potential power of each player is still on an even footing. In the same vein, just because a bonus can be taken quickly does not mean that the neutral troops will evaporate for the convenience of the attacking player. Constructing scenarios for 'good dice' can be tricky- certainly I never construct scenarios for perfect dice and consider them worthwhile. Generally scenarios are best when they consider the typical or above average. This is important, because just as dice can be good (more frequently than one might think) they can also be poor, and just as often. So, when a player goes after a neutral bonus, he risks wasting his troops only to let a rival easily seize a weakly garrisoned bonus or a weakened set of neutrals.
Your scenario isn't impossible, but it takes a somewhat reckless personality to pursue. The odds are just as good that he or she will fail completely, or even worse allow an opponent to take the bonus.
Seamus76 wrote:Great feedback Marshal, that's a lot of the info I needed. An update is coming now, but one question would be with regard to the build-a-bonus for the Spanish fort. Do you see that as being in addition to the +5 or lowering the +5 to say +3 (which I have done for this next update), then having the bonus of +2 for each chief held?
natty_dread wrote:I was wrong
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