Moderator: Cartographers
That's the biggest thing right there. I hate to be so empty of ideas on such a good map... you know, maps like this are an argument for those two-sided maps that Helix was dreaming about.Evil DIMwit wrote:And I certainly don't want to leave any visible tweaks to be done before leaving this workshop. Beta is for discovering tweaks that you couldn't find otherwise, but I see quite a few problems with the gameplay as it is; for example:
....
3. I don't like it.
Europe 1914.I can't think of any map that uses two separate victory conditions

1. I'm not sure it's that bad - in my experience, most times it is quite possible to counter an initial onslaught of this kind - it just takes a bit of dogged determination and an ounce of luck.Evil DIMwit wrote:The bonus region boundaries are the big green lines. I suppose I should make them clearer.
And I certainly don't want to leave any visible tweaks to be done before leaving this workshop. Beta is for discovering tweaks that you couldn't find otherwise, but I see quite a few problems with the gameplay as it is; for example:
1. Having the players drop on the coalition tribes would make it too easy to drop bonuses, while having the tribes start neutral would give a big advantage to any player that happens to drop a lot of presence in the Roman provinces.
2. The victory condition of holding that many coalition tribes forces one to count to more than four, which I don't want to impose on our players.
3. I don't like it.
hmph. Smart alec. Probably took you two seconds to think of that, didn't it?natty_dread wrote:Europe 1914.I can't think of any map that uses two separate victory conditions
No it didn't, but that's only because I've played it recently... and yeah it seems to be the only one as far as I can tell.MarshalNey wrote:hmph. Smart alec. Probably took you two seconds to think of that, didn't it?
Is that the only one, though? It would still be an exclusive group, if that's the case.

Yeah, I'd rather not have the players rely on an ounce of luck if I can afford to.eigenvector wrote: 1. I'm not sure it's that bad - in my experience, most times it is quite possible to counter an initial onslaught of this kind - it just takes a bit of dogged determination and an ounce of luck.
Well, that might make counting easier, even if I don't name the sub-coalitions.2. Here's a suggestion: split the coalition into sub-coalitions (like the sub-continents on World 2.0 or a dozen other maps). This way the players will have less counting to do. You could add coloured stripes to the huts to distinguish between the sub-coalitions. Maybe if somebody here has time on their hands and a copy of Caesar's book, they can dig up suitable names for the sub-coalitions.
You are my hero, simply for using 'obviate'- I've never heard of the word, but even if it was made up it's still cool.eigenvector wrote:Imho, it's better to leave the number of huts the same as it is - putting a hut in every territory would obviate most of the charm.
Okay, I have a question... is it just the possibility of easily dropping bonuses that bothers you? Could you, perhaps, make the tribes start at neutral 1, thus avoiding a lucky drop but not really posing a serious barrier to taking them?Evil DIMwit wrote:...1. Having the players drop on the coalition tribes would make it too easy to drop bonuses, while having the tribes start neutral would give a big advantage to any player that happens to drop a lot of presence in the Roman provinces...



Since the only organized provinces are the Roman ones in the south, there's no notion of provinciality for most of the tents, huts, &c. Just whoever holds them at the time.eigenvector wrote:it's not clear to me who gets auto-deploys: only the holder of the province for hist tents , or every tent, no matter who holds it? Same for the huts.
I'll see how well I can affect those changes while keeping the relief map style.Industrial Helix wrote:The roman province areas need clarification... Perhaps even a color contrast to the green, like faded reds or something
The star is taken directly from a shield design in the Asterix comics, but I've no opposition for a snazzy helmet.theBastard wrote:for me "star" as symbol for chieftains looks peliculiar. you have nice symbols (and looking ancient) - villages, roman tent, legion eagle. maybe celtic boar or celtic helmet could be fine?
Industrial Helix wrote:Hmm... interesting idea for the auto-deploys. But the big question is: Is this possible? Conditional Autodeploys? I was under the impression it was not.
natty_dread wrote:Conditional autodeploy is not possible.
That'll teach me to put together gameplay at 3 in the morning...eigenvector wrote:Assuming the auto-deploys are possible (not my province at all, pun unintended),
I was just about to ask that same question here. I wanted to do something like that in the Third Crusade, an auto-deploy trigger, but Andrew killed it for me.Industrial Helix wrote:Hmm... interesting idea for the auto-deploys. But the big question is: Is this possible? Conditional Autodeploys? I was under the impression it was not.