I've added a somewhat important/interesting feature.
If a player loses his Castle, he'll be able to get a +6 troop bonus from owning any council member (as long as he doesn't own any castles). This is important because unlike King's Court 1, here you won't be able to take the castle back from the noble (Castle one-way assault the noble) - and a player might lose the Castle from Trebuchet bombardment.
Also, a player could do a different kind of game completely built on Council and King bonus - those can give a good payback for players without castles
Most castles have 1 knight in an adjacent hex, but then you have HD castle with 2 knights in adjacent hexes and HF with no knights in adjacent hexes. What's the reasoning behind this?
It seems like HF castle is at a disadvantage compared to the others, especially since the closest knight is 6 hexes away, and is actually closer to HE castle than to HF.
Now, I notice that (to make up for it, I guess?) HF has 2 archers in adjacent hexes, and another archer 2 hexes away, and HD has no archers anywhere near it, but from the few games I've played on KC the knights have much more value than the archers.
Is this done just to differentiate between the castles, or is there another reason?
Sorry if this has been brought up before, I haven't read the whole thread, but I was curious about it.
Yes Tk, I wanted to make Castles have some differentiating characteristics between themselves - that could add some interesting playability on FOG games and players would need to adjust strategies depending on what Castles they'd start on.
As for that particular Castle you've mentioned, to compensate the lack of Knights I've added 1 Archer to its cluster and plus 2 on its zone of influence. I've also added 3 Woods for production.
Of course that some of this features might need some adjustment after BETA testing
Kabanellas wrote:Yes Tk, I wanted to make Castles have some differentiating characteristics between themselves - that could add some interesting playability on FOG games and players would need to adjust strategies depending on what Castles they'd start on.
As for that particular Castle you've mentioned, to compensate the lack of Knights I've added 1 Archer to its cluster and plus 2 on its zone of influence. I've also added 3 Woods for production.
Of course that some of this features might need some adjustment after BETA testing
Ok, fair enough, that sounds reasonable. I was just curious about it. Thanks for the response!
It's looking very good, by the way. I'll definitely be playing this one a bit more than the original, I think!
Kab, in case you missed it, now we ask to mapmakers to post a version with starting positions/neutrals on the map in the OP and in the xml check form. Can you kindly provide that version? Thanks