Nice little corners have their overall bonus plus bonuses within them so have an overall bonus greater than they do in classicm, and therefore need to be harder to defend (and the Australia bonus is too easy in Classic anyway).MrBenn wrote:Bonus values should reflect the ease with which an area can be held/defended.
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- Teflon Kris
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Re: A little something I doodled a while ago.
- Evil DIMwit
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Re: A little something I doodled a while ago.
This is something I'd agree with, actually.DJ Teflon wrote:Nice little corners have their overall bonus plus bonuses within them so have an overall bonus greater than they do in classicm, and therefore need to be harder to defend (and the Australia bonus is too easy in Classic anyway).MrBenn wrote:Bonus values should reflect the ease with which an area can be held/defended.
Suppose there was some significance to the river? Like, some territories can attack downriver, so that Ocean/Seascape have more entranceways?
- Teflon Kris
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Re: A little something I doodled a while ago.
Something like that would be cool - although I think we have more than just the 'Australia' corner issue here:
Take 'Africa'
Appropriately given the Oasis bonus system
29 regions, 6 places to defend, +21 doods per turn., attackable from 3 continents.
In Classic it has 6 regions, +3 doods and 3 defending points, attackable from 3 continents.
In W 2.1 it has 25 regions, +15 doods and 5 defending points. attackable from 3 sub-continents and Antartica (therefore, more-or-less a 4th (sub)continent).
Whilst adjusting values may help the defending-points-no.-regions-bonus-value ratio, continents would still not have enough close links to other continents in my view.
A river system would help, although, would it help link 'Africa' , 'Australia' and 'S America' ? Or maybe coastal ports would help?
Take 'Africa'
Appropriately given the Oasis bonus system
29 regions, 6 places to defend, +21 doods per turn., attackable from 3 continents.
In Classic it has 6 regions, +3 doods and 3 defending points, attackable from 3 continents.
In W 2.1 it has 25 regions, +15 doods and 5 defending points. attackable from 3 sub-continents and Antartica (therefore, more-or-less a 4th (sub)continent).
Whilst adjusting values may help the defending-points-no.-regions-bonus-value ratio, continents would still not have enough close links to other continents in my view.
A river system would help, although, would it help link 'Africa' , 'Australia' and 'S America' ? Or maybe coastal ports would help?
- Victor Sullivan
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Re: A little something I doodled a while ago.
Or maybe Woodboro stations?DJ Teflon wrote:A river system would help, although, would it help link 'Africa' , 'Australia' and 'S America' ? Or maybe coastal ports would help?
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- Evil DIMwit
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- natty dread
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Re: A little something I doodled a while ago.
Radio stations wouldn't really fit the style of the map. IMO.

- Teflon Kris
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Re: A little something I doodled a while ago.
Yeah, although my extra ports idea might be tricky to add graphically too - it wcould maybe be something like this:
- Introduce mountains and coastal areas around the edge s of the map (maybe also use mountains as internal impassables too)
Have red ports in ''Africa' and 'SE Asia'
Have blue ports in 'NE Asia' and 'N America'
Have both colour posts in S America' and 'Australia'
Same colour ports either link directly or via a (small) killer neutral sea region.
- Victor Sullivan
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Re: A little something I doodled a while ago.
Eh, I think you could fit them. Make them smaller/more simplified and possibly adjust a border or two and I think it'd work fineEvil DIMwit wrote:I'm not sure that there's room for full-on stations.
What is the style of the map, then, if not a conglomeration of several rather different maps?natty_dread wrote:Radio stations wouldn't really fit the style of the map. IMO.
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- natty dread
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Re: A little something I doodled a while ago.
Just because the gameplay and theme was borrowed from several maps, doesn't mean the map doesn't have a style... I don't think lunar shuttles would fit this map either, or missile bases.
Time-period-wise, the map seems less than modern... There's a castle under siege in the middle, some more castles in the feudal part... the most modern thing is the city mogul part with the factories, so I'd rate this at most to 19th century. Therefore I don't think commercial radio stations would fit too well there.
By the way... now that I brought up the siege part... I think, it would make more sense for the siege area to be an inset, rather than the Cairns coral coast area... You have tiny castles in the feudal area, so how would the castle that's under siege be a whole bonus area in another area? It would require some rearrangement, but it could be done, I think...
Time-period-wise, the map seems less than modern... There's a castle under siege in the middle, some more castles in the feudal part... the most modern thing is the city mogul part with the factories, so I'd rate this at most to 19th century. Therefore I don't think commercial radio stations would fit too well there.
By the way... now that I brought up the siege part... I think, it would make more sense for the siege area to be an inset, rather than the Cairns coral coast area... You have tiny castles in the feudal area, so how would the castle that's under siege be a whole bonus area in another area? It would require some rearrangement, but it could be done, I think...

- Victor Sullivan
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Re: A little something I doodled a while ago.
Your trying to put a time period on this map, when you really shouldn't be... You're trying to quantify it in ways it's not supposed to be... The thematic focus is the merging of the different maps.natty_dread wrote:Just because the gameplay and theme was borrowed from several maps, doesn't mean the map doesn't have a style... I don't think lunar shuttles would fit this map either, or missile bases.
Time-period-wise, the map seems less than modern... There's a castle under siege in the middle, some more castles in the feudal part... the most modern thing is the city mogul part with the factories, so I'd rate this at most to 19th century. Therefore I don't think commercial radio stations would fit too well there.
By the way... now that I brought up the siege part... I think, it would make more sense for the siege area to be an inset, rather than the Cairns coral coast area... You have tiny castles in the feudal area, so how would the castle that's under siege be a whole bonus area in another area? It would require some rearrangement, but it could be done, I think...
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- natty dread
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Re: A little something I doodled a while ago.
Just because it's stiched together from several other maps doesn't mean that it can't have a consistent theme as a whole.

- Victor Sullivan
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Re: A little something I doodled a while ago.
Right, and I'm not saying that it doesn't necessarily. It just seems silly to exclude another map piece for the sake of its pieces seeming to fit in a relative time era, when that's really not the focus.natty_dread wrote:Just because it's stiched together from several other maps doesn't mean that it can't have a consistent theme as a whole.
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- natty dread
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Re: A little something I doodled a while ago.
It's more than just a time frame.Victor Sullivan wrote:Right, and I'm not saying that it doesn't necessarily. It just seems silly to exclude another map piece for the sake of its pieces seeming to fit in a relative time era, when that's really not the focus.natty_dread wrote:Just because it's stiched together from several other maps doesn't mean that it can't have a consistent theme as a whole.
Woodboro was about radio stations competing for listeners. So on the context of that map it made sense for the radio antennas to be able to assault far away. Even in that map they weren't really connected together though, so I don't see why they should be here...
Anyway, the main point is, this map is not about competing for listeners. It has areas with armies conquering them. Castles etc. So radio stations functioning as a teleports really wouldn't make sense on this map.

- Teflon Kris
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Re: A little something I doodled a while ago.
Ports and ships 
- Evil DIMwit
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Re: A little something I doodled a while ago.
I'm actually with Victor on this one. The theme of this map is making homage a bunch of CC maps. If it bothers you that the castle in Enclave is supermassive next to the castle in Aeternum, well... there's a few ways of logically solving that. But there's no reason to think there's a single specific time period, or even a single specific meaning to what an 'army' is.natty_dread wrote: Anyway, the main point is, this map is not about competing for listeners. It has areas with armies conquering them. Castles etc. So radio stations functioning as a teleports really wouldn't make sense on this map.
Maybe I should put a Seascape port in the Ocean area? Just that link would be pretty significant, and I wouldn't even have to add any territories.DJ Teflon wrote:Ports and ships
- natty dread
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Re: A little something I doodled a while ago.
This seems like a good idea to me.Evil DIMwit wrote:Maybe I should put a Seascape port in the Ocean area? Just that link would be pretty significant, and I wouldn't even have to add any territories.DJ Teflon wrote:Ports and ships

- Evil DIMwit
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Re: A little something I doodled a while ago.
Should I put a few more down? AB2? EB4? Something like that?
- natty dread
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Re: A little something I doodled a while ago.
Very cool map. I like all the different kinds of bonuses.
- Teflon Kris
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Re: A little something I doodled a while ago.
I'd say yes., although maybe the E-area doesn't need one as much as F and N (and I couldn't find AB2).Evil DIMwit wrote:Should I put a few more down? AB2? EB4? Something like that?
- Evil DIMwit
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Re: A little something I doodled a while ago.
AB2 is next to the lake.
Well, ports wouldn't work very well in the desert, so how about....
Well, ports wouldn't work very well in the desert, so how about....
- Teflon Kris
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Re: A little something I doodled a while ago.
Cool - although, balance-wise, it has now tipped against Seascape - how about "Same coloured ports connect" and having just one 'international' port in there?

- Evil DIMwit
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Re: A little something I doodled a while ago.
I don't think that's really an actual balance problem. It's not like one player starts near Seascape and *has* to take over that area. In fact, Seascape's unique bonus structure doesn't mean as much if the whole thing just gets conquered as a chunk.
- Victor Sullivan
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Re: A little something I doodled a while ago.
Yeah, I think I like it as is.
Beckytheblondie: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
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- Teflon Kris
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Re: A little something I doodled a while ago.
I agree that it would'nt be unfair - it would just result in seasscape being a less desirable area as grabbing a bunch of bonuses would be more dificult to hold there than elsewhere. However, this maybe just means some value tinkering in a later forum - where this map may as well be now (hint hint).Evil DIMwit wrote:I don't think that's really an actual balance problem. It's not like one player starts near Seascape and *has* to take over that area. In fact, Seascape's unique bonus structure doesn't mean as much if the whole thing just gets conquered as a chunk.



