
Moderator: Cartographers



TA4 only connects to N5 by the current plan. The idea is that all ports connect to each other, and ferries connect to nearby ports by the dotted lines. But I might change that whole dynamic...AndyDufresne wrote:In regards to Ferries and Ports, for example, does TA4 connect to N5 or just N9?
The first post mentions 40 spell territories, is the break down divided evenly or not? A breakdown posted might help for some game play analysis.

Interesting idea, but won't really work for the general gameplay of the map. The players need the freedom to use what spells they need, adding restrictions to it would just create unnecessary complexity, and there's plenty of complexity on this map as it is.WestWind wrote:What if instead of every Light wizard having access to all the spells (and the same for the Dark wizards), you were able to "build" your own spell structure. For example, have 2 spells at each level instead of 1, but you can only pick one of each level. If you accidentally get 2, you receive a very large negative bonus. It would add a lot more to the overall strategy, and give you a lot of customization in what you want to go for.

Thanks.tkr4lf wrote:This looks like a fun map. I like the graphics so far, and the general theme is cool too.
I'll definitely play this one once it hits beta.
I agree. I can see 3 factors that should be balanced between the wizards:Victor Sullivan wrote:I apologize for my lack of words. Anywho, your bonuses and such seem good, the main issues gameplay-wise are going to be placement and neutrals. Let me study up a bit and get back to you.

Fair enough, I'll just shelve that idea for future use :pnatty_dread wrote:Interesting idea, but won't really work for the general gameplay of the map. The players need the freedom to use what spells they need, adding restrictions to it would just create unnecessary complexity, and there's plenty of complexity on this map as it is.WestWind wrote:What if instead of every Light wizard having access to all the spells (and the same for the Dark wizards), you were able to "build" your own spell structure. For example, have 2 spells at each level instead of 1, but you can only pick one of each level. If you accidentally get 2, you receive a very large negative bonus. It would add a lot more to the overall strategy, and give you a lot of customization in what you want to go for.
The spells will have different amounts of neutrals on them, though.
It will be used in all games, since it's the only way to eliminate players (aside from round limits and nuclear...). Wizards can only be bombarded by the temple, they can't be assaulted from anywhere else, and once you lose your wizard you're out of the game.WestWind wrote:I like the idea of the temple. I'm not sure it would get used in most games
Being in the corner can be both an advantage and disadvantage. On one hand it's harder to move out, but it's also harder for others to reach you. Also, Aris is a light wizard so he can use the Tornado spell to assault all villages on the north side of the map.WestWind wrote:I also see Aris as being kinda backed into a corner as-is, but maybe I'm missing a gameplay feature that would help him out some.


Looking at the bonuses, I don't see any bonus region that has 15 territories, so no one will get the +5. Oloch Tower has the most at 14 territories. So maybe say a max of +4? Also why is the S1-14 territories scattered all over the bottom of the map? It would seem that the S stands for Shrine? If so I think it would be better to have each Shrine labeled as S1, S2 etc. Then you can fill in all those extra territories with the naming of the respective bonus regions, thereby maybe you can have a couple of them with 15+ territories. Then you can have the +5 max territory bonus for each region.natty_dread wrote:- Added region bonus to legend: maximum is +5, you get +1/3 with a min. of 3 like usual but more than 15 regions won't give a higher bonus
Are players limited in only conquering territories in their own areas? There's like over 180 territories on the map. Even with 8 players, that's over 20 territories per player, and when you get to 4 players, each can have over 40 territories, so the limit of 15 territories that give a territory bonus doesn't seem too high to me.isaiah40 wrote:Looking at the bonuses, I don't see any bonus region that has 15 territories, so no one will get the +5. Oloch Tower has the most at 14 territories.
Nopes. The naming scheme is pretty simple actually:isaiah40 wrote:Also why is the S1-14 territories scattered all over the bottom of the map? It would seem that the S stands for Shrine?
Oh, I think you misunderstand. The territory bonus is a standard territory bonus, the one you get for having territories (ie. "regions" by the "official CC lingo") and as such it applies to all territories on the map, there's no regional bonuses at all.isaiah40 wrote:Then you can fill in all those extra territories with the naming of the respective bonus regions, thereby maybe you can have a couple of them with 15+ territories. Then you can have the +5 max territory bonus for each region.


Hm, seems a bit ambiguous on it's own.isaiah40 wrote:Okay fair point. So how about "Max troops +5"?
