You can win by either elimenating all opponenets, elimenation your target in assassin or win by starting your turn holding all 6 castles.cloudcatcher wrote: Another question: to win, does one need to hold all castles as written on the top, or can one also eliminate all opponents, but have one castle still occupied by neutral player?
Feudal War [Quenched]
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- gimil
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What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
- rebelman
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in a lot of ways this makes sense as the terrs on the edge can only be attacked from 1 side - whereas in the middle you have to protect multiple flanks.yeti_c wrote:I've been informed this map is unbalanced...
I suspect they're right - if you start in the middle of the map - you're fucked!!
C.
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
So how do we rebalance it...rebelman wrote:in a lot of ways this makes sense as the terrs on the edge can only be attacked from 1 side - whereas in the middle you have to protect multiple flanks.yeti_c wrote:I've been informed this map is unbalanced...
I suspect they're right - if you start in the middle of the map - you're fucked!!
C.
Also - if in a game of doubles - one team starts in the top - they have 1 border each - and can run amok in the Northern Plains getting lots of territory bonus.
C.

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- erikiscool
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Fuedal War
This is a great and well thought out map.
Kudos to whomever came up with it.
Kudos to whomever came up with it.
- barterer2002
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Even if bryguy meant that sarcastically I agree. All the effects of every territory or collection of territories ever only applies it's effect at the start of your turn. This is painfully obvious through play. Why would the victory condition be different?
It's be like making a legend with continent bonus values and being forced to put "received at start of turn".
*gasp* We need to hurry and touch up all the released maps so they say that. How else would you know!? Oh my god, how could we have missed it!?
It's be like making a legend with continent bonus values and being forced to put "received at start of turn".
*gasp* We need to hurry and touch up all the released maps so they say that. How else would you know!? Oh my god, how could we have missed it!?
Warning: You may be reading a really old topic.
- barterer2002
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Possible Imbalance....
So I ran a study of which castles won in all Completed, Fuedal War, 6 Player, Sequential, Public games.
Here are my results....
Does this concern us? If so, what do we do?
So I ran a study of which castles won in all Completed, Fuedal War, 6 Player, Sequential, Public games.
Here are my results....
Code: Select all
Feudal Empire 20 22.22%
Great Kingdom 21 23.33%
Rebel Territory 13 14.44%
Realm of Might 9 10.00%
Barbarians 8 8.89%
Imperial Dynasty 19 21.11%Warning: You may be reading a really old topic.
- Bad Speler
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ok agree with The Great Kingdom, Barbarians, and Realm of Might, but i think Rebel Territory should have 21.11%, and imperial dynasty 10%Coleman wrote: Here are my results....Code: Select all
Feudal Empire 20 22.22% Great Kingdom 21 23.33% Rebel Territory 13 14.44% Realm of Might 9 10.00% Barbarians 8 8.89% Imperial Dynasty 19 21.11%
as shown here (i know its not sequential, but still): http://conquerclub.com/game.php?game=1617207
and i know great kingdom has a big advantage, cause i started with it
oh and also i like my advantage in this game: http://conquerclub.com/game.php?game=1607162
I don't meant this in a rude way at all, but I don't think it matters what we think. Those are the real numbers of every completed game so far in what should be the most balanced gametype.bryguy wrote:ok agree with The Great Kingdom, Barbarians, and Realm of Might, but i think Rebel Territory should have 21.11%, and imperial dynasty 10%
Warning: You may be reading a really old topic.
It's funny cos' when you look at the map, Barbarians is the best place to start for cards games.Coleman wrote:I don't meant this in a rude way at all, but I don't think it matters what we think. Those are the real numbers of every completed game so far in what should be the most balanced gametype.bryguy wrote:ok agree with The Great Kingdom, Barbarians, and Realm of Might, but i think Rebel Territory should have 21.11%, and imperial dynasty 10%
I'd say a bigger sample is needed...the map is somewhat down to luck of who finds who with what and when.
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- DiM
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in theory all the castles should have an equal chance to win the game.
to be honest i never played the map and i probably never will because of the country names using numbers. i always missdeploy or attack stupid things when numbers are involved. same goes for siege. i'll never play that again.
anyway back on track. from the stats coleman put it's clear the barbarians the realm of might and the rebels are in a disadvantage. since i didn't play the map i'm not sure that's the case, perhaps it's a mere coincidence that crappy players started with those locations and they didn't know what to do.
or perhaps it's truly an imbalance. to be honest i don't give a rusty nickel on balance. the drop is random so fight with what you are given. sometimes you'll be lucky sometimes not but since the vast majority of people are concerned with equal chances perhaps after a few more games there should be some reconsideration regarding the neutral values of some terits, to further balance the map.
to be honest i never played the map and i probably never will because of the country names using numbers. i always missdeploy or attack stupid things when numbers are involved. same goes for siege. i'll never play that again.
anyway back on track. from the stats coleman put it's clear the barbarians the realm of might and the rebels are in a disadvantage. since i didn't play the map i'm not sure that's the case, perhaps it's a mere coincidence that crappy players started with those locations and they didn't know what to do.
or perhaps it's truly an imbalance. to be honest i don't give a rusty nickel on balance. the drop is random so fight with what you are given. sometimes you'll be lucky sometimes not but since the vast majority of people are concerned with equal chances perhaps after a few more games there should be some reconsideration regarding the neutral values of some terits, to further balance the map.
“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
- Blitzaholic
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Coleman wrote:I don't care either, there were just some complaints that Realm of Might was always shafted, so I wanted to set out to prove them wrong.
Which I didn't quite do...
flame wars is that war you 2
i played both and they are different than most maps on here, so it gives others options, they are both fine maps and both got over 40 pages of play which is a ton and shows a lot like both.

Realm of Might is the wosrt place to start - annoyingly - it's where I've started 80% of my games on that map!!Coleman wrote:I don't care either, there were just some complaints that Realm of Might was always shafted, so I wanted to set out to prove them wrong.
Which I didn't quite do...
C.

Highest score : 2297
yep it is, sucks when you get a drop there.yeti_c wrote:Realm of Might is the wosrt place to start - annoyingly - it's where I've started 80% of my games on that map!!Coleman wrote:I don't care either, there were just some complaints that Realm of Might was always shafted, so I wanted to set out to prove them wrong.
Which I didn't quite do...
C.
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- DiM
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so what if realm of might or barbarians are a bad start? the guy that starts with 3 terits in australia isn't advantaged? or the many times i have screwy deployments with 5 terits in asia? is classic poorly designed? no. in my opinion not all maps should be perfectly balanced and actually perfect ballance can be achieved only on a symmetrical map and only with conquest gameplay.
let's say chinese checkers where each player starts with a tip of the star. that's perfect balance but perfect balance = crappy gameplay.
let's say chinese checkers where each player starts with a tip of the star. that's perfect balance but perfect balance = crappy gameplay.
“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
- AndyDufresne
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- The Weird One
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but not with randomized deployment. and definitely not consistent balanceAndyDufresne wrote:I'd reckon balance can be achieved in non symmetrical maps. A lot more thought is just put into game play.
--Andy
sheepofdumb wrote:I'm not scum, just a threat to the town. There's a difference, thank you very much.
ga7 wrote: I'll keep my vote where it should be but just in case Vote Strike Wolf AND f*ck FLAMINGOS f*ck THEM HARD
