Moderator: Cartographers
yep he rolls for it but imagine like this. you get a drop where you have no chance to get a bonus because you are scattered around evenly while another player gets a full continent (except for 1 terit) he will indeed roll and win it and have a full continent by the end of turn 1. you'll strugle and fight for several turns until you have a bonus but by that time he's already in the lead with a huge advantage. having 1 resource start as neutral or even both, does not solve the problem with lucky deployments. it just delays it to round 2.LAU wrote:thing is... if both or one of the resource is set neutral... he gets entire continent he'll STILL have to roll to get the resource... not to mention depending on which continent he might not even be able to get both resource in one go (unless he's got amazing rolls and split up his mens)
let say.. i'm playing 3 player game.. instead of getting 6 mens to deploy i get 3.. that way they are forced to think of where to deploy...
vs now... there's a chance someone can get crazy amount of bonus (like +6) without even risking a single roll
i'll be perfectly fine if he manages to roll and get an entire continent, at least i know he rolled for it.. it wasn't given to him
-LAU
no continent bonuses. you get bonuses for transporting resources to markets and factories or for owning the pirate cove and ports.Lupo wrote:I would like to know if this map has got continental bonuses.
If so, why aren't the show in the legend?
I think it would be a good idea to add to the legend the sentence: "NO CONTINENTAL BONUSES" or "THERE ARE NOT CONTINENTAL BONUSES" or something similar like in Circus Massimus map.DiM wrote:the continents question is very common. many people have asked me what are the bonuses for continents. they read the legend and understood it but they just could not believe there are no continent bonuses.
exactly.yeti_c wrote:Your missing the point though - at least without the neutrals you've got a chance to turn the game around - with neutrals involved you're less likely to be able to turn it.
C.
first your sig does exceed the 150px limit because that limit also includes any text that might be in there besides the image.yeti_c wrote:If you ever do any edits to the map can you swap my name out for this base image for my sig that you'll need to resize...
C.
GAH!!DiM wrote: first your sig does exceed the 150px limit because that limit also includes any text that might be in there besides the image.![]()
Maybe - but it will be small on the map... and of course my contribution was the modern computery stuff?!DiM wrote: second. if you really want i will put your sig but i have one problem with it. the font. it's too damn modern. i have only handwritten old fonts in the map and you sig would spoil the feeling. but if you really want i'll put it.

hm... i dunno about the chance to turn the game around when someone starts off deploying TWICE as many men you're... heck you don't even get that in mid game most of the time... well the game with my opponent getting +6 ended up with him winning a landslide victory... basically he had more men to deploy made sure we were getting any bonuses while kept expanding himself...yeti_c wrote:Your missing the point though - at least without the neutrals you've got a chance to turn the game around - with neutrals involved you're less likely to be able to turn it.
C.
i made it neutral no necessarily because it is powerful but because the map is about merchants. each player starts as a merchant and at some point in the game they might want to become pirates. i did not want anybody to be a pirate from the start.Mepps wrote:Pirate Cove is just much too powerful. You recognized this some by making it start out neutral but if someone is given the other two territories on that island, they a given a very favorable position.