There are, i just wanted your opinion on the font before i added themwhitestazn88 wrote:so there are no bonuses now?
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There are, i just wanted your opinion on the font before i added themwhitestazn88 wrote:so there are no bonuses now?


not a fan of the font. nor do i like the background. consider the multitude of people who already have to wear glasses, this might be too much.TaCktiX wrote:At the request of shadowsteel9, I have taken over the map design for this map. Here's my first version, Small size:
Map Design Questions:
- Any objections to the background?
- Do the bonuses show up well against the background?
- Are unique elements (cation/anion, attack directions) explained well?
- Does the font work?
explain how this would workInkL0sed wrote:Have you considered a decay on radioactive elements?
I don't think this should be a conquest map like Age of Realms or Feudal War; I think the territories should just be divided among players, like in a normal map.shadowsteel9 wrote:How neutrals will work- Would you all rather have things like noble gases and halogens have more because their bonuses are more, or have them all have a set # like 3 or 4.
This actually sounds like a great idea. You can set any radioactive elements to loose 1 army per turn.shadowsteel9 wrote:explain how this would workInkL0sed wrote:Have you considered a decay on radioactive elements?
Already found a replacement font, and I'll figure a way of making the Ac/La border still a border, while keeping the higher transition elements unperturbed.Ditocoaf wrote:The font is impossible to read, imho. But still loving the gameplay. And the map definitely looks more professional; good job TaCktiX. Only one thing looks a little forced: the borders between Scandium and Titanium, and Yttrium and Zirconium. The really thick black line looks like an impassable border, even though the key says it's not. I don't have any alternative ideas atm, but I'm sure you can think of something.
For well-known radioactive elements (Uranium, Plutonium, Radium, etc.), there would be a radioactive symbol, and a -1 decay per turn. Maps like Dust Bowl have territories featuring this, and I also agree it'd be appropriate.shadowsteel9 wrote:explain how this would workInkL0sed wrote:Have you considered a decay on radioactive elements?

Ditocoaf wrote:shadowsteel9 wrote:How neutrals will work- Would you all rather have things like noble gases and halogens have more because their bonuses are more, or have them all have a set # like 3 or 4.
Yes, i understand that, but there are 118 territories, so there are gonna be some neutrals, if you aren't playing with a lot of people. and with so many territories, people are gonna have more armies on their starting turns, so i guess my question is, how strong should the neutrals be if there are any.I don't think this should be a conquest map like Age of Realms or Feudal War; I think the territories should just be divided among players, like in a normal map.
InkL0sed wrote:The legend could be clearer. Some of it is cleverly done, but it needs work.
For example, a clear problem is where it says "Anions and Cations border each other." Does this mean all elements with 1+ border all elements with 1-
I understand why you want them to be able to attack them all. It might work, I can't tell. But you should change the legend to say "All Cations border All Anions"shadowsteel9 wrote:InkL0sed wrote:The legend could be clearer. Some of it is cleverly done, but it needs work.
For example, a clear problem is where it says "Anions and Cations border each other." Does this mean all elements with 1+ border all elements with 1-
Yes,that is exactly what it meant when i created it, but if the members of CC would rather have it be just the one across the period then that might be possible 2
It should be as clear as possible. I don't think adding "all" is really going to be that complicated.CatfishJohnson wrote:Dont u think just saying cation and anions can attack each other, cause when u get to ++ and -- they dont border yet are attackable, i mean this is understandable with a MINIMAL chemistry background
yeah thinkin about it i guess it would be very hard to play if all cation/anions were connectedTaCktiX wrote:I think that anions should only be able to attack the cations they're on the same period with. Anything else and holding Halogens, Alkali Metals, and Alkaline Earth Metals will be impossible to hold unless you've got them all. Part of the diagram I already drew represents this lateral relationship relatively well.