-=- Tanarri -=- wrote:dolomite13 wrote:I am looking at the map and the starting forces and I think that 5 neutral on those 4 territories will be fine but I remembered that I wanted to change 4 others to 5 neutral also.
This keeps starting advancement towards other players slow at the start but also makes sure all 8 kingdoms have 1 territory that's 5 neutral they have to take for get all 4 favored.
XML That Matches Map Below
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I agree that if you're going to have the territories being 5 neutral, then you should have one of each. It also divides the map nicely so that there's a pair of territories in each section without breaking a 5.
Yep one of each land type, each has 4 bordering territories so they are the same for all kingdoms. 2 radiation, 2 minions, 2 mines and 1 cavern and one with no relation to a special feature. Which means there is additional incentive to break those 5's and not just leave them as buffers. And theyu are basically on all of the main choke points. So you could go straight across the map through all 3's a total of 12 neutral armies to get to an opponent or through the 5 and 11 neutral armies to get to an opponent.
I like it like this ... it should slow things down a bit even in 4v4 when people stack and... each player has the opportunity to conquer 2 territories before possible conflict.
Right now the choice kingdom/special feature combos based on conquering only 3's are as follows.
- Treefolk/Undead - 2 territories gets +3 bonus
- Dragonkin/Undead: 2 territories gets +3 bonus
- Sphynx/Miners - 2 territories gets a +3 bonus
- Yeti/Undead - 2 territories gets a +2 bonus
- Gnome/Cultists - 2 territories gets a +2 bonus
- Lizardmen/Dwellers - 2 territories gets a +2 bonus
- Human/Demonic - 2 territories gets a +1 bonus
- Murklord/Dwellers - 2 territories gets a +1 bonus
So if you run across Undead Treefolk or Undead Dragonkin pay close attention
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