Moderator: Cartographers
Houses were shut tight, and cloth wedged around doors and windows, but the dust came in so thinly that it could not be seen in the air, and it settled like pollen on the chairs and tables, on the dishes.
A man, after he has brushed off the dust and chips of his life, will have left only the hard, clean questions: Was it good or was it evil? Have I done well—or ill?
Otherwise it's a great looking map... still wish there were natural boundaries other than state lines, but this will do.Now the wind grew strong and hard, it worked at the rain crust in the corn fields. Little by little the sky was darkened by the mixing dust, and the wind felt over the earth, loosened the dust and carried it away.


So close, and yet so far.RjBeals wrote:UPDATE 9
I didn't even mean to make the water look so close to my Italy map - good catch. Although I'm not changing itAndyDufresne wrote: Just a few random things
- The description below the title...I'd maybe consider a slight revision to say
...central U.S. Storms blackened...The worst hit area/region became known...- Impassible Borders (incapable of suffering pain) --> Impassable Borders (not allowing passage through/over)
- I recall you already noted "between."
- That water south of New Mexico looks familar...is it perhaps the Mediterranean?
- Yeti's last suggestion may just work also, in regards to the Dust areas...
I incorporated all your suggestions above. I reworded the drought area to reflect what Yeti suggested. I think it will work and is a fair way to drop armies. I also worked on some shading in the states areas. And I was trying to dress up the legend with a frame. Not sure if it works or not. I may fool with it some more...




ehh..MrBenn wrote:1. Reduce the state bonusses, on the premise that each state has fewer drought than non-drought regions, and so will not be affected by the negative/balance rule.
Isn't that the same as just reducing the state bonus by 2?MrBenn wrote:2. And/Or, is it possible to lose 1 army from each drought region in a fully occupied state?
I didn't want any territories neutral to start. But the more I think about it, the more it's looking like it's the only fair way to keep the penalties, but not have it hurt you at all on the initial drop.MrBenn wrote:Oh, and my final thought is that Boise and Dallhart should start neutral, as you can only attack other drought regions from these two terrs.




Very cool. I like! Could you do that with the xml?yeti_c wrote:I've had a better idea...
Make the drought areas -1 territory bonus...
This means at the start of the turn they lose 1 army each...
But you will always get 3 to display...
If you only have 1 army on the territory then you don't lose any...
Yes you could be unlucky and start with lots of them - but you will still have 3 to deploy to play with...
Thoughts?
C.

Yep - negative territory bonuses haven't been used before - but positive ones have - examples - Queg in Midkemia...RjBeals wrote:Very cool. I like! Could you do that with the xml?yeti_c wrote:I've had a better idea...
Make the drought areas -1 territory bonus...
This means at the start of the turn they lose 1 army each...
But you will always get 3 to display...
If you only have 1 army on the territory then you don't lose any...
Yes you could be unlucky and start with lots of them - but you will still have 3 to deploy to play with...
Thoughts?
C.

Okay - I like this. That way my inflated state bonuses will come in handy, to keep building up your borders, where men keep dying of thirst! I wonder If I should bump Nebraska back up to a +3 instead of only +2.yeti_c wrote: Make the drought areas -1 territory bonus...This means at the start of the turn they lose 1 army each...But you will always get 3 to display...If you only have 1 army on the territory then you don't lose any...Yes you could be unlucky and start with lots of them - but you will still have 3 to deploy to play with...
