Whew! While I was composing the below response to Ian, three other posts were made. Let me post this response to Ian then I'll reply to the others separately...
The sperm whale has teeth! Truth to tell, after I found these pics I tried like heck to identify each species, looking at all sorts of whale ID websites. The problem is that the old artists didn't place an awful lot of stock in anatomical accuracy. I did the best I could. There are a large number of different "right whale" species, for instance. This bit of art sort of looked like some of them, so I adopted the generic name. BTW, they called them "right" whales because the economics and technology of whaling at the time made them the
right type of whales to hunt.
Increasing the importance of "Town" is a very good idea. I can think of a variety of ways to do it:
1) Make it an autodeploy of 2 or 3.
2) Reduce the number of other terts that provide access to the sea.
3) Make the whale bonuses conditional on holding "Town".
4) Make the whale bonuses conditional not just on holding Town but also a sea path to it.
5) Make holding town increase some or all of the other bonuses by 1. For instance, when computing bonuses via the worksheet, subtract 0.5, then make up for that and then some if you hold Town. (I suspect something like this can be accomplished using "multiplier" in XML. True?)
6) Victory conditions.
Before we consider them let's talk about Town in general a bit. As I study the original 1776 map, which you can find here:
http://www.old-maps.com/ma/ma_NantucketMaps/Nantucket_1776_DesBarres_web.jpg -- I see that at least 90% of the population of the island resided in Town. Some of the rest of the island was farmed and sheep were raised but the map shows almost no buildings outside Town except along the southern shore of the harbor and in two small villages on the eastern shore. Besides having the wharves the town undoubtedly served as a commercial center.
So... is Town deserving of a nice autodeploy as per #1? You bet.
#2 is problematic because of the existence of Madeket Harbor (I'd have to just eliminate it while perhaps leaving a connection between Madaket or Esther and Tuckernuck) and because Head of the Harbor must connect to The Harbor. I could make it that Squam and Quaise don't connect to the harbor terts but then Head of the Harbor becomes pointless.
#3 is better than #2 but doesn't make much logical sense. What about Madaket? It's also a harbor. If Town is made essential for whaling that makes Madaket much less useful and I think it needs to be useful to make that corner of the island more worthy of being contested.
#4 is problematic because it means needing to hold five terts before you even begin to hit the whales. That would dissuade people from going for the whales (unless we granted a huge bonus for doing so).
Would having access to Town make owning other property more worthwhile? It would be a necessity, so #5 also makes sense. But #5 is a bit complicated and would require a somewhat lengthy on-map explanation. Also, it makes Town almost TOO valuable. Most of the bonuses will be small. Turning all 1's into 2's and all 2's into 3's might be too much.
#6 -- I've not played many games with victory conditions, and none recently, so I'll need help here. I'm guessing they have to be more complex to make much sense. So... what if we made the entire game a quest to hold Town and all four whales? If Town, the whales, and all sea terts started neutral, but lightly so, the game might become a choice of two strategies: 1) grow fast and make a mad dash to win, or 2) seek to dominate bonuses and save the whales for last. In a 2-player game #1 becomes more likely; with four or more players #2 is likely to be adopted. But if the whale bonuses are large enough, and if the neutrals are weak enough, the whales might be contested fairly early even in a 5+ player game.
The simplest way to increase Town's worth is to grant it a generous autodeploy. That business with the victory conditions is intriguing but might it become
too much of a determinant of gameplay? Can we set up neutrals and other starting conditions such that there's more than one good way to go about winning? If so, I lean toward this solution because it makes fighting your way toward the whaling grounds crucial, and this map should be primarily about whaling. Should all the terts connecting to Town start neutral? What about Madaket? Note that it's the fastest way to reach the whales; just two terts between it and Miacomet Rip, whereas from Town, either route, is an extra sea tert. I like that Madaket has that advantage but doesn't count for winning. That sort of evens things up between it and Town.
I bet we can make these victory conditions work if we put our minds to it. Please... any and all suggestions and help will be appreciated.