Czecho Slovak Fragmentation [Quenched]
Moderator: Cartographers
Forum rules
Please read the Community Guidelines before posting.
Please read the Community Guidelines before posting.
-
nolefan5311
- Posts: 1768
- Joined: Mon Nov 22, 2010 11:51 am
- Gender: Male
- Location: Florida
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
10 regions on the drop would solve the 1v1 problem, though I wonder with so many neutrals, if too many regions won't be completely trapped by neutrals too. It's possible that two, maybe even 3, regions would be completely trapped and/or protected by a neutral on the entry point into the Kraj.
And I think reducing the +4 to a +3 in the CR would solve that particular problem.
Great map Oneyed. Looking forward to trying it out.
And I think reducing the +4 to a +3 in the CR would solve that particular problem.
Great map Oneyed. Looking forward to trying it out.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
maybe codding this neutrals as 2 would help? so Praha, Bratislava, Brno will be in all games neutral 3 and the rest 2? is this possible?nolefan5311 wrote:10 regions on the drop would solve the 1v1 problem, though I wonder with so many neutrals, if too many regions won't be completely trapped by neutrals too.
I do not know if it is possible code neutrals. I think these neutrals will be sorted random...nolefan5311 wrote: It's possible that two, maybe even 3, regions would be completely trapped and/or protected by a neutral on the entry point into the Kraj.
loks that this problemis solvednolefan5311 wrote: And I think reducing the +4 to a +3 in the CR would solve that particular problem.
thank you. hope the map wil move nest soonnolefan5311 wrote: Great map Oneyed. Looking forward to trying it out.
Oneyed
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
Yes you can code territories as neutral. This is normally done to prevent bonuses from getting dropped at the start of the game.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
ok. and if you code any region as neutral will be this region neutral in each game? or is possible that in 8 players game will be region xy code as region held by one any player from start and in 1 v 1 game will be region xy code as neutral?isaiah40 wrote:Yes you can code territories as neutral. This is normally done to prevent bonuses from getting dropped at the start of the game.
Oneyed
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
By my understanding yes, but I'll let the ones that know the XML give you the right answer.Oneyed wrote:ok. and if you code any region as neutral will be this region neutral in each game? or is possible that in 8 players game will be region xy code as region held by one any player from start and in 1 v 1 game will be region xy code as neutral?isaiah40 wrote:Yes you can code territories as neutral. This is normally done to prevent bonuses from getting dropped at the start of the game.
Oneyed
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
I'm impressed of how you've managed to make a map complicated and diverse with so few tools! This is not a large map and at first glance it looks fairly simple, but it's actually a pretty hard map to truly get! And finding the perfect strategy will def take some time. Two things I'd like to bring up though. Why have you chosen such an impossible title
? "Fragmentation of the Czech and Slovak Federal Republic"
Why not just " The fragmentation of Czechoslovakia"? Because that's what it is right
?
I also think you should go back at using a unison background colour instead of the road map. But this is just a matter of personal taste I guess. If I'm the only one who's complained about the background image then keep it
!
I also think you should go back at using a unison background colour instead of the road map. But this is just a matter of personal taste I guess. If I'm the only one who's complained about the background image then keep it
AoG for President of the World!!
I promise he will put George W. Bush to shame!
I promise he will put George W. Bush to shame!
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
I think you are asking here if you can code Praha, Bratislava and Brno as neutral 3s and then make the "random" neutrals or map filler neutrals be n2's instead of n3's. Just trying to clarify?Oneyed wrote:maybe codding this neutrals as 2 would help? so Praha, Bratislava, Brno will be in all games neutral 3 and the rest 2? is this possible?nolefan5311 wrote:10 regions on the drop would solve the 1v1 problem, though I wonder with so many neutrals, if too many regions won't be completely trapped by neutrals too.I do not know if it is possible code neutrals. I think these neutrals will be sorted random...nolefan5311 wrote: It's possible that two, maybe even 3, regions would be completely trapped and/or protected by a neutral on the entry point into the Kraj.loks that this problemis solvednolefan5311 wrote: And I think reducing the +4 to a +3 in the CR would solve that particular problem.
thank you. hope the map wil move nest soonnolefan5311 wrote: Great map Oneyed. Looking forward to trying it out.![]()
Oneyed
In which case I'm not sure but I think any random dropped neutral (map filler neutral) has to be a n3. You can change permanently place neutrals (Praha/Bratislava and Brno to different numbers though. IE n2,n4,n10,etc.)
Last edited by Jippd on Thu Mar 29, 2012 9:00 pm, edited 1 time in total.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
I think that you should be able to code it that the neutrals start with 2. That should not be a problem.
-
nolefan5311
- Posts: 1768
- Joined: Mon Nov 22, 2010 11:51 am
- Gender: Male
- Location: Florida
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
Chap confirmed that you can code the neutrals to start as 2's, but I don't know if that can be varied per game based on the number of players.
-
nolefan5311
- Posts: 1768
- Joined: Mon Nov 22, 2010 11:51 am
- Gender: Male
- Location: Florida
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
In Knights, for instance, all the "middle ground" territories were coded as n1's, and I've seen it done throughout several other maps as well. I think the issue comes into play when coding them as 2's for 1v1 games, but making them 3's for all the other game types like Oneyed wants.chapcrap wrote:I think that you should be able to code it that the neutrals start with 2. That should not be a problem.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
Right but those are permanently placed neutrals. Could you code the neutrals that come up in a classic 1 v 1 game to be n2's instead of n3's since they are randomly dropped along with players starting territories?
-
nolefan5311
- Posts: 1768
- Joined: Mon Nov 22, 2010 11:51 am
- Gender: Male
- Location: Florida
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
Thats a good point Jippd.
- natty dread
- Posts: 12876
- Joined: Fri Feb 08, 2008 8:58 pm
- Location: just plain fucked
-
nolefan5311
- Posts: 1768
- Joined: Mon Nov 22, 2010 11:51 am
- Gender: Male
- Location: Florida
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
I know you're quite the accomplished mapmaker, natty, but us laymen might need a more thorough explanation on what can or can't be done.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
this your feeling was what I want to do with small mapGillipig wrote:I'm impressed of how you've managed to make a map complicated and diverse with so few tools! This is not a large map and at first glance it looks fairly simple, but it's actually a pretty hard map to truly get! And finding the perfect strategy will def take some time.
I could say you are right, but Czechoslovakia is short name for first republic, for socialist republic and also for federative republic after revolution... maybe I could go with "Fragmentation of the Czecho-Slovakia.Gillipig wrote: Two things I'd like to bring up though. Why have you chosen such an impossible title? "Fragmentation of the Czech and Slovak Federal Republic"
Why not just " The fragmentation of Czechoslovakia"? Because that's what it is right
?
there is no more this opinionGillipig wrote: I also think you should go back at using a unison background colour instead of the road map. But this is just a matter of personal taste I guess. If I'm the only one who's complained about the background image then keep it!
thank you for comments
Oneyed
Last edited by Oneyed on Fri Mar 30, 2012 12:53 am, edited 1 time in total.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
I find interesting debate here about neutrals. but still there is not clear what is possible. or not.
here is picture how will be neutrals code in 8 players game. and these will be permanent neutrals for each game: so the questions are (using Trenčín as example):
1, is possible to code Trenčín as random deployed for players in 8 players game, but as neutral in 7, 6, 5, 4, 3, 2, 1v1 games?
2, so is possible to code exactly which region of "not permanent neutrals" will be neutral?
Oneyed
here is picture how will be neutrals code in 8 players game. and these will be permanent neutrals for each game: so the questions are (using Trenčín as example):
1, is possible to code Trenčín as random deployed for players in 8 players game, but as neutral in 7, 6, 5, 4, 3, 2, 1v1 games?
2, so is possible to code exactly which region of "not permanent neutrals" will be neutral?
Oneyed
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
it's not possible to code trenčín as randomly-deployed for 8 players but as a starting neutral for games with 2 to 7 players.
one major difficulty with the town bonus that u have chosen is that +1 for 4 towns does not work well if u have 32 randomly-deployed territories (i avoid the word region because it has a different meaning on this map). this is because, in 4-player games, each player starts with 8 territories, so player 1 starts with a +2 town bonus and can reduce an enemy's town bonus to +1 if he conquers just 1 enemy territory. do u really want to have the town bonus? the map can work without it.
ian.
one major difficulty with the town bonus that u have chosen is that +1 for 4 towns does not work well if u have 32 randomly-deployed territories (i avoid the word region because it has a different meaning on this map). this is because, in 4-player games, each player starts with 8 territories, so player 1 starts with a +2 town bonus and can reduce an enemy's town bonus to +1 if he conquers just 1 enemy territory. do u really want to have the town bonus? the map can work without it.
ian.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
at last we have clear hereiancanton wrote:it's not possible to code trenčín as randomly-deployed for 8 players but as a starting neutral for games with 2 to 7 players.
but map has 10 regions and 22 randomly deployed towns. hm, but 22 is still enough for possibility that one or more players will start with Town bonus...iancanton wrote: one major difficulty with the town bonus that u have chosen is that +1 for 4 towns does not work well if u have 32 randomly-deployed territories (i avoid the word region because it has a different meaning on this map).
as I mentioned there are also 10 regions - so it is more possible that player 1 starts with +1 town bonus. I think from his 8 starting territories will be at last 1 region...iancanton wrote: this is because, in 4-player games, each player starts with 8 territories, so player 1 starts with a +2 town bonus and can reduce an enemy's town bonus to +1 if he conquers just 1 enemy territory.
we can do +1 for 5 Towns, or +2 for 6 Towns. the problem that one player will starts with any bonus is here also without Town bonus. as you wrote - in 4 players game each player starts with 8 territories. so here is still big chance that he can from start holds any Kraj bonus in Slovak Republic (SR). am I right?iancanton wrote: do u really want to have the town bonus? the map can work without it.
thanks ian for comments. you are expert on gameplay, so I am looking forward on your helpiancanton wrote: ian.
Oneyed
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
correct! i wrote down my comment too quickly. in 4-player games, each player starts with an average of 5 or 6 towns, which is good. in 2-player games, each player starts with an average of 6 to 8 towns plus 2 to 4 regions, which means the usual town bonus is +1, but +2 is also common.Oneyed wrote:as I mentioned there are also 10 regions - so it is more possible that player 1 starts with +1 town bonus. I think from his 8 starting territories will be at last 1 region...iancanton wrote:this is because, in 4-player games, each player starts with 8 territories, so player 1 starts with a +2 town bonus and can reduce an enemy's town bonus to +1 if he conquers just 1 enemy territory.
the chance of starting with a slovak kraj is similar to the chance in classic of starting with oceania or south america. this is very low.Oneyed wrote:in 4 players game each player starts with 8 territories. so here is still big chance that he can from start holds any Kraj bonus in Slovak Republic (SR). am I right?
thanks, oneyed. please note that "experts" can make mistakes (see above!).Oneyed wrote:thanks ian for comments. you are expert on gameplay, so I am looking forward on your help
consider the suggestion from jippd to have n2 neutrals: in 1v1 games, many players ignore big neutrals such as n3 because they focus on assaulting the enemy. as natty said, it's not possible to have n2 for 1v1 and n3 for other game types, so u must have n3 for everything or n2 for everything. if u specify 32 start positions, with a maximum of 10 per player and underlying n2, then this will produce n2 neutrals for everything that does not belong to a player.
ian.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
Making the numbers of neutrals vary depending on the number of players isn't a feature we have today. But it would sure be nice to have that option in the future! Take notes lackattacknolefan5311 wrote:In Knights, for instance, all the "middle ground" territories were coded as n1's, and I've seen it done throughout several other maps as well. I think the issue comes into play when coding them as 2's for 1v1 games, but making them 3's for all the other game types like Oneyed wants.chapcrap wrote:I think that you should be able to code it that the neutrals start with 2. That should not be a problem.
Here's where my history knowledge is limitedOneyed wrote: I could say you are right, but Czechoslovakia is short name for first republic, for socialist republic and also for federative republic after revolution... maybe I could go with "Fragmentation of the Czecho-Slovakia.
AoG for President of the World!!
I promise he will put George W. Bush to shame!
I promise he will put George W. Bush to shame!
Re: Fragmentation of CSFR [11 Mar 2012]-PG 13,ready to gamep
5 or 6 towns stll gives to player Town bonus from start...iancanton wrote: correct! i wrote down my comment too quickly. in 4-player games, each player starts with an average of 5 or 6 towns, which is good. in 2-player games, each player starts with an average of 6 to 8 towns plus 2 to 4 regions, which means the usual town bonus is +1, but +2 is also common.
sounds goodiancanton wrote: the chance of starting with a slovak kraj is similar to the chance in classic of starting with oceania or south america. this is very low.
mistakes are humaniancanton wrote: thanks, oneyed. please note that "experts" can make mistakes (see above!).
in 4 players game each one will has 8 territories.iancanton wrote: consider the suggestion from jippd to have n2 neutrals: in 1v1 games, many players ignore big neutrals such as n3 because they focus on assaulting the enemy. as natty said, it's not possible to have n2 for 1v1 and n3 for other game types, so u must have n3 for everything or n2 for everything. if u specify 32 start positions, with a maximum of 10 per player and underlying n2, then this will produce n2 neutrals for everything that does not belong to a player.
ian.
in 3 players game this will be 8 territories and 2 more neutrals.
in 1 v 1 game each player will has 10 territories. there will be 12 more neutrals + 3 permanent neutrals. will not be 15 neutrals too many?
about neutral numbers. I more like idea n3. but maybe for Praha and Bratislava could be n5 everytime? maybe also Brno?
ian, it looks that your notice to kick off Town bonus could solve some problems. I do not (so much) like maps with simple and poor bonus structure. but I am ok with map without Town bonus.
yes, this would be great. you have my voice for thisGillipig wrote: Making the numbers of neutrals vary depending on the number of players isn't a feature we have today. But it would sure be nice to have that option in the future! Take notes lackattack
after fragmentation came two independent states: Czech republic and Slovak republic. but Czechoslovakia was common name for state in 1918 - 1939 and also in 1945 - 1989 and also in 1990 - 1993.Gillipig wrote: Here's where my history knowledge is limited. I'm concerned with the length of the title but if Czechoslovakia is the name for what came after the fragmentation, then of course you can't use that name
. But yeah Czecho-Slovakia sounds good to me as long as it makes the title shorter
!
but name Fragmentation of the Czecho-Slovakia should be used if long name is big problem.
guys thank you for help.
Oneyed
-
nolefan5311
- Posts: 1768
- Joined: Mon Nov 22, 2010 11:51 am
- Gender: Male
- Location: Florida
Re: Fragmentation of CSFR [11 Mar 2012]-PG 15, codding neutr
I will post this info just for your review oneyed (this is just 1v1):
Town Bonus +1 for 4 - chances of dropping at least 4 towns is 99.7%. Chances of dropping 8 towns is 31.02%
Town Bonus +1 for 5 - chances of dropping at least 5 towns is 97.32%. Chances of dropping 10 towns is 1%.
Town Bonus for +1 for 6 - chances of dropping at least 6 towns is 87.03%. Chances of dropping 12 (all of your starting territories for a +2) is miniscule.
I agree with ian in that eliminating the town bonus would probably be the best option to make the gameplay more balanced. Increasing it to 5 would significantly lower the chances of a player dropping a +2, but the chances of dropping a +1 are so high (and the chances of dropping 7 is over 62%), that the first player could easily get the 8th town on his first turn for the +2 while also knocking down his opponents chances of getting the +2. That's a longwinded way of saying I think getting rid of the town bonus is the best bet.
Town Bonus +1 for 4 - chances of dropping at least 4 towns is 99.7%. Chances of dropping 8 towns is 31.02%
Town Bonus +1 for 5 - chances of dropping at least 5 towns is 97.32%. Chances of dropping 10 towns is 1%.
Town Bonus for +1 for 6 - chances of dropping at least 6 towns is 87.03%. Chances of dropping 12 (all of your starting territories for a +2) is miniscule.
I agree with ian in that eliminating the town bonus would probably be the best option to make the gameplay more balanced. Increasing it to 5 would significantly lower the chances of a player dropping a +2, but the chances of dropping a +1 are so high (and the chances of dropping 7 is over 62%), that the first player could easily get the 8th town on his first turn for the +2 while also knocking down his opponents chances of getting the +2. That's a longwinded way of saying I think getting rid of the town bonus is the best bet.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 15, codding neutr
Why this big obsession with not letting someone drop a +1 bonus? People drop Downtown on the Montreal map all the time; doesn't make it any less playable. And in any case, the whole point of randomization is that over time, the great drops you get will balance out the bad drops you get.nolefan5311 wrote:I will post this info just for your review oneyed (this is just 1v1):
Town Bonus +1 for 4 - chances of dropping at least 4 towns is 99.7%. Chances of dropping 8 towns is 31.02%
Town Bonus +1 for 5 - chances of dropping at least 5 towns is 97.32%. Chances of dropping 10 towns is 1%.
Town Bonus for +1 for 6 - chances of dropping at least 6 towns is 87.03%. Chances of dropping 12 (all of your starting territories for a +2) is miniscule.
I agree with ian in that eliminating the town bonus would probably be the best option to make the gameplay more balanced. Increasing it to 5 would significantly lower the chances of a player dropping a +2, but the chances of dropping a +1 are so high (and the chances of dropping 7 is over 62%), that the first player could easily get the 8th town on his first turn for the +2 while also knocking down his opponents chances of getting the +2. That's a longwinded way of saying I think getting rid of the town bonus is the best bet.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
-
nolefan5311
- Posts: 1768
- Joined: Mon Nov 22, 2010 11:51 am
- Gender: Male
- Location: Florida
Re: Fragmentation of CSFR [11 Mar 2012]-PG 15, codding neutr
The issue is not dropping a +1, it's dropping a +2. If the current bonus structure is kept, dropping +2 (for 8 towns) has a 31% chance of happening. At the very least, it should be 5 towns for the +1.Dukasaur wrote:Why this big obsession with not letting someone drop a +1 bonus? People drop Downtown on the Montreal map all the time; doesn't make it any less playable. And in any case, the whole point of randomization is that over time, the great drops you get will balance out the bad drops you get.nolefan5311 wrote:I will post this info just for your review oneyed (this is just 1v1):
Town Bonus +1 for 4 - chances of dropping at least 4 towns is 99.7%. Chances of dropping 8 towns is 31.02%
Town Bonus +1 for 5 - chances of dropping at least 5 towns is 97.32%. Chances of dropping 10 towns is 1%.
Town Bonus for +1 for 6 - chances of dropping at least 6 towns is 87.03%. Chances of dropping 12 (all of your starting territories for a +2) is miniscule.
I agree with ian in that eliminating the town bonus would probably be the best option to make the gameplay more balanced. Increasing it to 5 would significantly lower the chances of a player dropping a +2, but the chances of dropping a +1 are so high (and the chances of dropping 7 is over 62%), that the first player could easily get the 8th town on his first turn for the +2 while also knocking down his opponents chances of getting the +2. That's a longwinded way of saying I think getting rid of the town bonus is the best bet.
Re: Fragmentation of CSFR [11 Mar 2012]-PG 15, codding neutr
updated version. Town bonus is kicked off. some little graphics changes.
Oneyed
Oneyed




