Moderator: Cartographers
NS cannot attack any country only bombard and you can only reinforce via attack routes, direct effect of the rules (look at the instructions page).Hopscotcher wrote:I played a game and could not fort from Naval Superiority. I honestly kind of like that idea, but if it could be stated somewhere on the map, it might help others who play it.
oakthe.killing.44 wrote:You mean Canton?oaktown wrote:• Shanghai is now a part of the UK Empire, representing Hong Kong, and is can be bombarded by the ship. This won't make the UK Empire any easier to hold (sorry brits), but the Chinese Empire can now be broken remotely. I think this is a key change.
.44
I would contend that a two player game has far less to do with scoring the ideal part of the map than do games with more players. Two player games are going to be all about where the 21 neutrals are on the map and who can lay into their opponent most effectively. In the 1v1 game that I played asia happened to start largely neutral, so the only action that took place there was last round mop-up.iancanton wrote:i think this disruption to the gameplay is not only entirely unnecessary (except in rhodesia, where the change is good and logical), but threatens to tip the scales in a way that will turn out not to be beneficial.
i've analysed the last 10 2-player casual public sequential games that have actually finished as at time of writing... the outstanding fact of these finished games is the sheer variety of winning methods, none of which involves securing the chinese bonus. also contrary to expectation, the oceania and japanese bonuses are at least as much in evidence on the loser’s side as the winner’s.
The eight coded neutrals change the formula. None of those eight are assigned neutral, thus the # of starts in a 1v1 will be ((69-8)÷3) + (8÷2) = 24. Coding 16 more territories as start positions really screws this up even more - I hadn't thought about that. I may drop that to 8 additional asian starts, which should be just enough to mix up Japan, Oceania, and China, and still provide the possibility of some neutral drops. The new numbers will be ((69-16)÷3) + (16÷2) = 25... a slightly better start number, but anybody who plays 1v1 on a big map is asking for hurt anyway. Expect an update/edit soon.iancanton wrote:incidentally, the start positions do not work as i expected, so that each player receives 24 regions to start, instead of the intended 23. do u know why? is there an easy fix?

I'm willing to discuss eliminating some or all of the starts altogether, but months ago when it was decided to code europe as starts we had good reasons for doing so. While it does make conquering Europe a bitch, it guarantees that a variety of players will have access to the Colonial Powers bonuses.iancanton wrote:part of the reason why hardly anyone deploys in europe in a multiplayer game is because of the start positions there: it's likely that no-one has more than 3 or 4 out of the 12 regions, in which case just about any other bonus is easier. more on this once i'm back from holiday. happy conquering in the meantime!

You only see Naval Superiority as useless because you haven't figured out how to use it yet.Shertenn wrote:1. Naval Superiority is pretty useless as far as I can see. One player in ur game
took it and bombarded 3 colonies.. costing my partner and I builds for India and
SE Asia.. okay.. but it cost him whatever he needed to do that,, and he was left with
6 on the ship.. which disappeared. Sooo.. I figure we came out ahead.
Naval Superiority does this, but if you didn't have a presence in the area in the first place i.e. an adjacent colony to conquer the 1 neutral then you shouldn't be able to occupy the area. Realistically speaking.2. I am rather surprised that there is no sea movement between the Home country and a colony or between colonies. This is very a-historical, as everybody.. the Brits especially..
transferred troops (from India to the Sudan.. England to S. Africa vs the Boers..
and everybody to Peking for the Boxer rebellion.. )

6 sets of 2 start positions is a rather weak tool in 1v1 for the purpose of preventing player 1 from starting with a 3-region empire bonus because 8 of the 12 possible start positions are allocated normally, just as if they're ordinary regions.oaktown wrote:But as soon as you get to six players, there's a 5% chance of somebody getting three or more European powers, and about 10% chance of scoring half of Japan... so maybe we just code six starts, with two territories per start? The six powers, and six eastern countries.
that would mean... umm... 25 starting territories/player in a 1v1, instead of 23 if we had no starts at all. (Whatever - 1v1s are a joke on big maps anyway, as I've said many times.) Adding starts has no effect on games of other sizes.
I think you're forgetting that <starting positions> aren't divided by 3 for 1v1 games.iancanton wrote:6 sets of 2 start positions is a rather weak tool in 1v1 for the purpose of preventing player 1 from starting with a 3-region empire bonus because 8 of the 12 possible start positions are allocated normally, just as if they're ordinary regions.oaktown wrote:But as soon as you get to six players, there's a 5% chance of somebody getting three or more European powers, and about 10% chance of scoring half of Japan... so maybe we just code six starts, with two territories per start? The six powers, and six eastern countries.
that would mean... umm... 25 starting territories/player in a 1v1, instead of 23 if we had no starts at all. (Whatever - 1v1s are a joke on big maps anyway, as I've said many times.) Adding starts has no effect on games of other sizes.
i suggest exactly 3 sets of 2 start positions, being an italian with a portuguese colony, a dutch with an italian colony and a portuguese with a dutch colony, with every other region being normal. this results, unless i'm mistaken (i'd better ask yeti_c for the definitive answer!), in 23 total starting regions (including 2 start positions) for each player. dropping the 3-region empire bonuses will thereby be made impossible in 1v1.
by the way, it wasn't an alcoholiday - my other half made sure of that!
ian.

A note has been added to the map, and the new images and XML were sent to Andy and Lack weeks ago. Still waiting on an update.Brown304 wrote:if you are able to attack naval superiority and take it over from one of the european powers, you should also be able to fortify back from naval superiority. i played this map for the first time and that lack of being able to reinforce back just gave the game to another team.

A monkey pestering a turtle... there has to be a youtube video for that.AndyDufresne wrote:I don't know why Lack is waiting so long. I'll keep pestering him.

AndyDufresne wrote:I'll keep pestering lack.
Yep!oaktown wrote: A monkey pestering a turtle... there has to be a youtube video for that.
I think that as we collectively get a better grasp of how 1v1 games are skewed and how to best work starting positions you'll see more of them. They are especially useful for balancing 1v1 games, since you can code two or three starts and the starts will be ignored in larger games.karelpietertje wrote:I love the starting positions, and they reduce the unfairness that can happen in 1v1s (and not only 1v1s probably) I wish this would happen in more maps!
so let me check if I get it right. there are certain territory pairs that one can get? are there bonuses that you can't get at the start of the game or do the starting positions just reduce the chance of this?

thanks. look forward to the update (also because the army of Naval Superiorrity seems curretntly a bit wrong, and the army of Rhodesia is not in place eitheroaktown wrote: I think that as we collectively get a better grasp of how 1v1 games are skewed and how to best work starting positions you'll see more of them. They are especially useful for balancing 1v1 games, since you can code two or three starts and the starts will be ignored in larger games.
On this map (by the latest XML which is NOT yet in live play) there are eight starting positions, and each position has two territories: one territory in Europe, one in Japan/China/Oceania. In an eight player game each player will get one pair, guaranteeing each player at least one territory on each end of the map, and making it impossible for a player to start with all of Japan or all of Europe. In a six player game, for example, two of the starting positions will be ignored and those territories assigned randomly (since eight can't be evenly divided by six). But in a four player game each player will receive two of the positions, guaranteeing each player at least two territories in Europe and two in the east. Likewise in a 1v1 each player will receive four territories... which actually means that while Europe will be split in half, a player can score all of Japan on the drop, but the odds are pretty low.