Moderator: Cartographers

There are no "team victory conditions." VCs are just like bonuses, they can't be jointly held by a team.talonz wrote:That just confirms what I said...team victory conditions are not working.
Well, then, I'd recommend you swing by the suggestions forum.talonz wrote:VCs are nothing like bonuses, and should be able to be jointly held by a team...otherwise there is no point to teamplay outside of total destruction of other teams, which in itself is another victory condition...
Victory conditions are very much like bonuses. A bonus is not awarded if a team holds a group of territories, only if an individual holds the group. If a team wants to earn a bonus, they must cooperate to allow one member to take and hold the group. Victory conditions work in precisely the same fashion and if you want your team to win via a victory condition, it will require the same type of cooperation. In fact, in order to explain victory conditions to those who show up in the Foundry (usually during the Beta phase) to complain that they have taken the territories but not immediately won, I usually describe a victory condition as the ultimate bonus. When your turn starts, if you hold all the regions of a bonus zone, you get extra troops to deploy, and if you hold all the regions of a victory condition, you win the game.talonz wrote:VCs are nothing like bonuses, and should be able to be jointly held by a team...otherwise there is no point to teamplay outside of total destruction of other teams, which in itself is another victory condition...
Given how the majority of the general public will view that as a 'victory condition' (it can really be nothing else) I would suggest that to treat it as otherwise is pointless.ender516 wrote:Here on Conquer Club, the term "victory condition" is applied only to special situations apart from the "remove all opposing players from the board" method, ...
In the Overview, the creators of Conquer Club wrote: Conquer Club is a turn-based strategy game. Opponents engage in combat and the last remaining player wins.
The special terminology has been created to recognize a special situation, where victory can be achieved in a way that might be otherwise unexpected.In the Gameplay Notes (emphasis mine), the creators of Conquer Club wrote:Some maps have objectives which you must conquer and hold for one round to win the game.


Silvanus wrote:perch is a North Korean agent to infiltrate south Korean girls
it would really open the mapKabanellas wrote:Now that I'm on this revisiting mood, I'd like to change the Vatican and Granada starting Neutrals from 5 to 4 (at least)
The Vatican is barely touched , and Granada is acting like a protection wall for the Iberian Kingdoms.
It will definitely change the gameplay and make the map more complex. One other suggestion is changing Wales to a 4 neutral from 5.Kabanellas wrote:ok.. so here it is. I've reduced the numbers in most of starting neutrals:
Granada from 5 to 4
The Vatican from 5 to 3
Venice from 3 to 2
Constantinople from 3 to 2
Cyprus from 5 to 4 (also reduced London-Cyprus bonus from 2 to 1)
Tyre from 4 to 3 (also reduced Paris-Tyre bonus from 2 to 1)
Seleucia from 3 to 2 (also reduced Ratisbon-Seleucia bonus from 2 to 1)
Antioch from 5 to 4
Krak des Chevaliers from 3 to 2
Rakka from 2 to 1
Jerusalem from 5 to 4
Considering:
The reduction of Iberian Kingdoms bonus from 4 to 3.
Currently if you add Granada you'll get +5 to protect 4 borders, with the possibility of bottle necking on Toulouse. Reducing those 4 borders to 3. On the other hand IK is a continent with a lot of territories to conquer. Nevertheless.... not totally sure about this part. Would like some opinions.

the Vatican should be 4 (as Granada) - Vatican has own bonus +1 autodeploy and is needed only as victory objective.Kabanellas wrote:ok.. so here it is. I've reduced the numbers in most of starting neutrals:
The Vatican from 5 to 3
Venice from 3 to 2
Seleucia from 3 to 2 (also reduced Ratisbon-Seleucia bonus from 2 to 1)
Rakka from 2 to 1
Jerusalem from 5 to 4
no. it is not easy to gain 7 regions of Iberian kingdoms and when you not hold Touluse you need to secure 3 borders and Granada now with n4 is more open to attack from Africa.Kabanellas wrote: Considering:
The reduction of Iberian Kingdoms bonus from 4 to 3.
Currently if you add Granada you'll get +5 to protect 4 borders, with the possibility of bottle necking on Toulouse. Reducing those 4 borders to 3. On the other hand IK is a continent with a lot of territories to conquer. Nevertheless.... not totally sure about this part. Would like some opinions.
But, this map is not one just used for team games. There have almost been 2800 Team games on the map and over 24000 total. Team games make up less than 12% of the games. I'm not sure changing things for the sake of team game utilization, at this point, is a very good idea.Kabanellas wrote:Well,
One of the big problems with this map, particularly on team games, is that no one uses 80% of those neutrals. I've never seen any one assaulting the Vatican in any of my team games... and i know for a fact that even at 4 no one will waste troops there. That's why it should stay at 3.