Moderator: Cartographers
Top Score:2403natty_dread wrote:I was wrong

I honestly think all these questions could be answered simply by spending another minute studying the map.cairnswk wrote:... difficulty in remebering who was Union and who was Confederate. Is there anyway you could work that reminder into the legend somehow for non-US players.
Also, i see you have bonuses for right flank, centre and left of each side which agrregate for Union 13 and Confed. 16.
Is this unbalanced for gameplay?
Also, do these bonuses include only the coloured positions marked on the map of also ER1, TR1 and TR2 for instance.
You've left UC out of the bonuses legendMinister X wrote:...
I honestly think all these questions could be answered simply by spending another minute studying the map.
The "tags" on the red and blue boxes indicate C for Confederate and U for Union (or USA). However, in the legend, I can put these red and blue colors under the appropriate words to strengthen the association. It will make the legend more difficult to read, however, so I'd like to hear from others whether they think it's needed.
The fact that there are more Confed. than Union terts makes absolutely zero difference to gameplay balance.
The right-most legend indicates the bonuses for the roads. Apparently this is not sufficiently clear? I have room to add the words "ROAD BONUSES". Would that help?
**I'm glad the reaction so far has been generally positive. Thanks.

Thank-you. That's great news.MarshalNey wrote:I agree with Minister about the bombardments. While they would be a nice touch in a more complex map, I believe that Minister is aiming for a moderately simple gameplay framework. Given that goal, the number of gameplay elements should be small, probably no more than one, possibly two 'non-standard' types on the map (e.g., autodeploys, superbonuses, bombardments, one-way attacks, etc.)
Wow, though, this map is looking wonderfulI think that the framework that you've settled upon here is a keeper. The attack routes look reasonable and historically sound too. Tweaking and balancing for the drop will probably be the main bulk of work. ...Excellent work!
Live and learn. I looked up the golden numbers. They are HERE under "Balanced Deployment". I have 79 total terts and the 7 autodeploys are already noted as being neutral starters so that's 72: a bad number. I need to add one to six more neutral starters. I want to prevent unreasonably good drops, so the small continents are the obvious targets. If I include continents with 4 terts that would be too many add'l neutral starters but two's and three's are just right. MR1, HAR1, HUN1 and YP1 will become Neutral starters, thus giving me the golden number of 68 deployable starters.MarshalNey wrote: For neutral starts, obviously the auto-deploy regions should all be included. The smaller road & army bonuses should also be considered (like the MR bonus for instance). Try to tweak it so that you get a "golden number" of regions open for the drop. The "golden numbers" are listed under the Foundry gameplay guidelines (I think).
With the size of the bonus that we're talking about (+4 or larger), anything in single-digit percentages or higher makes me nervous. I'll use a quote from the Rome map thread:Minister X wrote:I set up a spreadsheet to calculate how often a bonus would be earned on the drop. It's not 100% foolproof but it's got to be close. If anything, I've been conservative. (Details if asked.)
With eight players the chances are negligible. With six they're about 3%. One in 33 games would have a drop onto a bonus. With five players, surprisingly enough, the odds aren't much worse. With four players there should be a bonus drop once in every twenty games on average. I could calculate more -- for three and for two players -- but it's very time-consuming and I think these numbers might be good enough to conclude that no changes to the map are needed. I was expecting them to be much worse.
Consider the topic and the sweet graphics that are shaping up for this map. With that in mind, when this map goes beta it will probably get several hundred games created in the first couple of weeks. If we're looking at the percentages your trials gave (my rough math actually puts the top percentages at 3-4%) then one can estimate that about 4 or 5 games will result in a player starting with a +4 bonus or better. That's maybe 10 or 20 players who will probably never want to play the map again based upon that experience, before it even gets quenched.MarshalNey wrote:Also in general, I like to see the percentage for bonuses on the drop at or below 5% (1 in 20 games), particularly if they are greater than a +1 bonus. For something like a +4, the percentage should be 1% or lower. That may sound harsh, but consider that many thousands of games will likely be played on the map, and every time players see an opponent get a whopping +4 on the drop, they'll howl and scream at the Foundry and CC (plus they'll foe the map... well, they would if they could anyway).
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
According to the maps I've researched The Angle lies exactly halfway between Emmitsburg Road and Taneytown Road, so I'm going to say 'no' to this suggestion unless you can provide some compelling argument. Why did you suggest it in the first place? You provide no rationale or explanation.jefjef wrote:Think ER5 should be located inline with West Cem Hill and The Angle. Perhaps change its name to Zieglers Grove or Bryan farm.

Agreed. I'm honestly a little too lazy to do the exact math here, but if bonuses get dropped more than a couple of times during Beta you might want to consider lowering the values overall as a last resort, to mitigate the effects.Minister X wrote:Regarding bonus-on-drop: in looking over what I'd have to do to eliminate the chances, I realized I made a mistake in my calculations. They're really about half of what I said they were. (I forgot about some of the neutral starters I already had!) Still, if it would be easy enough to reduce the odds still further, why not? I'm sitting at 68 deployable out of 79. The golden numbers below 68 are 67, 66, then it skips to 59. There are only three droppable continents that consist of four terts: Hagerstown Rd., Carlisle Rd., and the Confederate Left. I can put neutral starters on the first two -- it would look consistent with the other neutral starters we've created on the other roads -- and stay on a golden number. It leaves just one continent of four or fewer terts that doesn't have a neutral starter on it preventing a drop-to-bonus. I think that will be fine.
Perhaps jefjef knew that the Emmitsburg Road ran directly over Cemetery Hill, and thought that the Emmitsburg Road was being shown as parallel to Cemetery Hill. In reality, since it can't have two names at once, the final stretch of the road is simply labeled as 'West Cem Hill' on this map.Minister X wrote:According to the maps I've researched The Angle lies exactly halfway between Emmitsburg Road and Taneytown Road, so I'm going to say 'no' to this suggestion unless you can provide some compelling argument. Why did you suggest it in the first place? You provide no rationale or explanation.
I think that the added complexity would lower the map's popularity on this site; although I personally like involved rule sets I know that they mostly cater to a niche market on CC. If your goal is to keep the gameplay straightforward, then I think that no further gameplay elements should be added. As for the other site, you could always add those elements in for a different version of the map as I see no reason why the CC map and the 'collection map' need to be the same.Minister X wrote:NEXT: I've had two PM's from a constructive critic who obvious has poor command of the English language. I think maybe he PMed me instead of posting here because he's embarrassed by that so I'll protect his identity. He wants, if I understand him correctly, where I've got red and blue army boxes corresponding to Confederate and Union forces, to have then IDed as cavalry, infantry or artillery. It's a fascinating concept that I want to consider. [He also warns me that if I fail to do this the map will be unable to qualify for inclusion in a collection of "Greatest Battles of the Civil War".]
I had responded above to one request for artillery: the range at this scale was short (essentially just to the next tert) and the guns were spread amongst the divisions. That said, there are a few places it would make sense to put artillery, and if, instead of ranged attack they were given one-way attack, then we could actually set up artillery duels. Cavalry: most of the significant cavalry action took place off this map, and cavalry mostly fought dismounted. Still, cavalry played a role in the battle and if I could find places on the flanks to put a few units, having them be able to access two terts as in Austerlitz, it would provide a taste of their importance. In each case we'd be sacrificing geographic authenticity and accuracy but gaining, IMHO, flavor-of-the-battle authenticity. [Plus I'd retain eligibility for inclusion in that collection! ]

drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
As I mentioned above, my deployment pattern is based on a Day Two "overview" map that doesn't precisely reflect any one moment's deployments. Also, I haven't an unlimited number of terts and have made a less-than-total effort to get the ones I have directly atop the main troop concentrations. Result: inaccuracy in where I'm showing troops versus where they were at any one point in time.jefjef wrote:... historical troop alignments...
How would the "no opposing flanks" rule get reflected in XML coding? I can't think of how to do it. On the boxes: what would you prefer: circles, ovals, lines as in Austerlitz, territories with borders on all sides? Bear in mind that I want to show the roads as roads, and make the roads continents. That almost rules out border lines - they'd be confused with the roads.Victor Sullivan wrote:One thing I would add is a penalty for holding both a Union and a Confederate "flank," as it doesn't make much sense that one would benefit from holding both sides, if that makes sense. The idea of the penalty would be more to encourage players to stick to one "side of the war," and I think this could play out neatly in 1v1s.
As for the box format you're using, I'm frankly not a fan. Mostly this is because it just makes your map look far more confusing that it really is.
-Sully