rebelman wrote:a few observations (will be back with more)
corn farm and corn mill, wheat field and bakery - considering what happened these resource pair are now useless - they should be removed from the map or in terms of accuracy remain but without any bonus ie a useless resource pair. some new rescouce pair should probably relace them but in a manner that counteracts the imbalance I have outlined below
new resource pairs added above
rebelman wrote:distance to sanctuary without connecting mines: (the proposed mines change will not shorten these distances & i am assuming the floating ice / ice bridge is not a terr.)
Aoria 3 terr.
Xi 4 terr.
Figye 5 terr.
Mua 5 terr.
Ghyr 6 terr.
Borun 5 terr.
yep the distances are right. they will be tweaked to have the same neutrals value despite the diff number of terits.
rebelman wrote:it may be an idea that some ports like ikalu could now be frozen over
why?
rebelman wrote:bridges, buildings etc should also have a more frosted look as they too would have been effected by the freeze - and i think most if not all the water should have a thin ice covering - only passable in its thicker parts or through narrow passages otherwise the ports become obsolete
i don't want all the water to be frozen, it's common knowledge that where the watter is deep it doesn't freeze.
but the buildings and bridges can be frozen. only problem is that this would make them harder to see.
rebelman wrote:in terms of new resource pairs could i suggest forraging for berries or hunting wild animals
look at post above
rebelman wrote:to redress the distance from sanctuary issue some secret passageways / tunnels could be included that take you to the island as IMHO no territory should have a significant advantage in taking the sanctuary and neutrals can solve this problem only to a certain degree - one possible secret passageway could be between Gunn and Duht
hmm not fond of that secret passage because:
1. need explanation in legend and i don't have space
2. logical reasoning
3. graphic representation.
rebelman wrote:getting back to my frozen ports idea if Rhit port was frozen over the people of that kingdom might have built a new port at Ieme which immediatly adds another terr. between Aoria and the sanctuary (and addresses an issue some (not me) had with chapter 1
but then aoria would have the advantage of taking 2 villages without having exposed itself by taking a dock. aoria would become too powerful.
rebelman wrote:if my proposed secret passage between gunn and duht was added along with the freezing of rhit to be replaced by Ieme all 6 castles would be 4/5 terrs. from the sanctuary
i still would like to balance through neutrals.
rebelman wrote:will be posting again with other comments - but those are some initial thoughts
will be waiting
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku