Yesnolefan5311 wrote:In the top paragraph, "against" is spelled "agin". Is that intentional?
Moderator: Cartographers
Yesnolefan5311 wrote:In the top paragraph, "against" is spelled "agin". Is that intentional?

Dim, that was Gilligan that suggested that not GillipigDiM wrote:i don't think this is what gillipig suggested.
Mmmm OK. i hear this.as i understand the bonus should remain +1 per pair of accused/accuser but it only comes into place for a minimum of 2 pairs.Keep the +1 for accused/accuser, but need to have at least TWO pairs to avoid a 5-deploy first turn and blitzing on other people's starting positions.
1 accused/accuser = 0
2 accused/accuser = +2
3 accused/accuser = +3
4 accused/accuser = +4
...
this is a good solution because it avoids the first turn problem but keeps the smooth increase of the bonus in increments of 1.
what you have on the new version is:
1 accused/accuser = 0
2 accused/accuser = +2
3 accused/accuser = +2
4 accused/accuser = +4
5 accused/accuser = +4
this is not so good because for an increase of the bonus you need to take 2 pairs which is kinda hard to do and it might not be feasible.
that seems a definite possibility, but does it overcome the serious flaws that start positions are too close?ender516 wrote:We could return to +1 per accused/accuser pair, but reduce the minimum troops from 3 to 1, so everyone starts with +3 instead of +5.
agreed about breaking the bonusDiM wrote:not really helpful since it would still be possible to break one's bonus before he even starts.ender516 wrote:We could return to +1 per accused/accuser pair, but reduce the minimum troops from 3 to 1, so everyone starts with +3 instead of +5.
with just a +3 to start you still make a 6 stack and have to attack a 1 and then a 3 to break an opponent's bonus.
the chances for that happening are 54.5%. so it's very likely it will happen plenty of time.
There are 6 places where you can assault an opponent across one buggy stop:ender516 wrote:I thought you would need to go through two buggy stops to get one starting position to another, but I have not checked all the possibilities.


Code: Select all
<position>
<territory>Sarah Cloyce</territory>
<territory>Elizabeth Hubbard</territory>
<territory>Joseph Buxton</territory>
</position>
<position>
<territory>Sarah Bishop</territory>
<territory>Lot Conant</territory>
<territory>Thomas Preston</territory>
</position>
<position>
<territory>Dorcas Hoar</territory>
<territory>James Putnam</territory>
<territory>Abigail Williams</territory>
</position>
<position>
<territory>Ann Putnam Jr.</territory>
<territory>George Jacobs Sr.</territory>
<territory>C. Blake</territory>
</position>
<position>
<territory>George Corwin</territory>
<territory>William Good</territory>
<territory>William Hobbs</territory>
</position>
<position>
<territory>Elizabeth Parris</territory>
<territory>Natty Dread</territory>
<territory>Giles Corey</territory>
</position>
<position>
<territory>Creasey</territory>
<territory>Sarah Good</territory>
<territory>Samuel Brabrook</territory>
</position>
<position>
<territory>Buffington Family</territory>
<territory>Johnathan Putnam</territory>
<territory>Elizabeth Proctor</territory>
</position>

That's another possibility. What about the new starting positions as per the bottom map?ender516 wrote:I suppose we could set the starting positions to start with just two troops instead of the usual three.

I agree Dim from my experience. Changes to the map are as below for this; at least we can get that off to lackattack quickly while deciding what others to make.DiM wrote:i may be wrong but i think the term "killer neutrals" is not something clear for everybody.
i see people taking buggy stops and advancing everything there not knowing they're gonna lose those troops.
maybe replace "buggy stops are killer neutrals" with "buggy stops revert to 1 neutral each turn"


in the game play map it probably does because the above maps have not been uploaed yet. If you still seeing the old version Ctrl + F5DiM wrote:you say you agree but on the map it's still "killer neutrals"


natty, refresh your image...i've changed that in the above but have left the start of each turn there so that there is no confusion as to when it happensnatty dread wrote:Actually, "the end of each turn" is wrong... killer neutrals reset at the beginning of the turn of the player that holds them.
I think it'd be best to just write "reset to 1 neutral" and nothing else.


koontz1973...pls refresh thankskoontz1973 wrote:Killer neutrals do not reset to 1 neutral at the start of each turn though. They reset if held.
Buggy stop junctions revert to 1 neutral if held {at the start or your turn}- would be a better way without any confusion.


Thanks danfrank...although do realise this actually is a large area and there are many land tennants/owners that are not on this map for sheer space reasons and layout. Tituba for exmaple, was a slave belonging to Samual Parris, but because she is so instrumental to the story i.e. first person accussed and first person top confess to "witchcraft", she became a "territory" on the map. So really, while there a research behind the map, as always with my maps, in order to "create" something suitable for CC's purposes, one has to use creative license loosely based around that research.danfrank wrote:Just reading the little bit you have going on about starting positions . ( i had no idea the map is historically correct , nice work C , thats pretty cool ) I agree that the game revolves around the accuser and accused pairs , i also feel that the map is not balanced , theres no reason to head into the township in a singles game . Gaining the witch and prison bonus would never happen in the current set up. I like the historical aspect and appreciate the research done to make this possible but...




