![Smile :)](./images/smilies/icon_e_smile.gif)
Features:
There's a total of 313 regions, 8 starting positions, each section of the map contains 39 regions.
White dots indicate borders, black dots are impassables.
Each player begins on a single capital letter next to E=Mc^2
"=" can bombard all other sections small single letter regions (a, b, c, e, f, k, m, p, q, v, x, y, but not A, K, L, M etc)
"≈" can assault it's 2 closest neighboring "=". It's the only way a player can advance troops into other sections of the map.
Starting positions can assault E=mc^2. If held for one turn you win the game. (Currently, black dots separate starting positions and E=mc^2 but I will change that in the next update.)
Bonuses:
Parentheses are not part of the formulas.
Each formula is worth as many troops as regions necessary to hold it. It doesn't matter how many a's or 2's or *'s there are in a bonus. You still only need one of each kind. I was first thinking of making advanced formulas award more troops than more simple ones but I didn't find any good way to do that. Let me know if you have any ideas. I'm still very much open for ideas concerning bonuses.
360°=2*pi (6 regions)
lg(a*b)=lg a+lg b (6 regions)
a^2+b^2=c^2 (7 regions)
y=k*x+m (7 regions)
(x^a)*(x^b)=x^(a+b) (7 regions)
sin(pi/3)=(ƒ3)/2 (7 regions)
k=(ƒ(x)-ƒ(2))/(x-2) (7 regions)
y=e^(k*x) (7 regions)
(a^x)*(a^y)=a^(x+y) (7 regions)
(a+b)^2=a^2-2*a*b+b^2 (8 regions)
x^2+p*x+q=0 (9 regions)
x=(-p/2)±√(p/2)*(p/2)-q (10 regions)
c^2=a^2+b^2-2*a*b*cosC (10 regions)
A=(v*pi*r^2)/360 (10 regions)
Mathematical symbols:
Here's a list of the symbols I'm currently using, ordered by how many bonuses they are part of. This should give you an indication of how important different region are. "=" for example is required to hold if you are to get any bonus at all. "*" is required in 11 of them, "2" in 9 etc. The exception is "≈" which does not give any bonus but can assault into other sections.
= (part of all 14 bonuses)
* (part of 11 bonuses)
2 (part of 9 bonuses)
+ (part of 8 bonuses)
^ (part of 8 bonuses)
x (part of 7 bonuses)
a (part of 6 bonuses)
b (part of 5 bonuses)
/ (part of 4 bonuses)
- (part of 4 bonuses)
k (part of 3 bonuses)
pi (part of 3 bonuses)
ƒ (part of 2 bonuses)
360 (part of 2 bonuses)
c (part of 2 bonuses)
y (part of 2 bonuses)
p (part of 2 bonuses)
q (part of 2 bonuses)
√ (part of 1 bonus)
° (part of 1 bonus)
lg (part of 1 bonus)
m (part of 1 bonus)
sin (part of 1 bonus)
3 (part of 1 bonus)
e (part of 1 bonus)
0 (part of 1 bonus)
± (part of 1 bonus)
cos (part of 1 bonus)
A (part of 1 bonus)
v (part of 1 bonus)
r (part of 1 bonus)
> (not part of any bonus)
> (not part of any bonus)
4 (not part of any bonus)
180 (not part of any bonus)
ln (not part of any bonus)
tan (not part of any bonus)
≈ (not part of any bonus)
Newest map image:
I've distributed regions in a way that makes it hard to acquire bonuses let alone many bonuses. The important region are generally placed in dead ends and far from each other. The thought is that you'll have to think long and hard before you start taking regions. I decided to place some army numbers out there as well. Note that all are 3's except "≈" and"=" who are 5's. The staring position (L) is in slightly different colour. It will not have any autodeploy. E=mc^2 has not been given an amount of neutrals yet but it will be a high number.
Walkthrough:
Let me guide you through how I would play this map if I where to play it now:
The first choice is between "ln" and ">", both are worthless regions but I would take ">" to be able to take "p" next turn. "p" is not particularly good but it gives me a chance to take "2" next turn which is one of the best regions. From "2" I would take the worthless territ "4" to be able to take "q" which I want because "p" and "q" share 2 bonuses. I would then of course take "=". I then figured out which bonus I want to aim for. x=(-p/2)±√(p/2)*(p/2)-q. I already have "=", "p", "q", "2" and "±" and "-" are very close to where I am now. So I would take "±" and "-" and then reinforce back to "=". To get a bonus of 10 I now only need to hold "x", "/", "√" and "*". Unfortunately I'll have to take down 12 more territs to get all of them because they are very spread out. It looks like I made a mistake going for that particular bonus.
First game on this map shouldn't be a walk in the park. I want my map to be difficult! I want it to be the most difficult map to master and almost require a bit of chess like planning. Players will also have to take into consideration the win condition, the possibility of bombarding other players and advance into other sections, enemy or neutral sections. I think neutral values, bonuses and location of symbols are the three most important means to make this map balanced and excruciating difficult
![Smile :)](./images/smilies/icon_e_smile.gif)
Previous versions:
This map is very much in it's first stage and I've not decided much. But here's a list of things I know I want:
It will be about math. duh
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Players will have 1 starting position and they will be separated by a lot of neutrals.
The map will be a labyrinth with dead ends.
Gameplay and strategy will be very advanced.
Bonuses and territs will be math inspired.