reggie_mac wrote:The North Island of New Zealand is missing its top half, it is cut off from an earlier version of the map which had the text over it but never made it back in.
Noted and corrected.
asl80 wrote:so far i;m thinking that you've made a good compromise with the boat ... but am leaning towards an increase in its nuetral value ... remembering the intense power that can be wielded by a bombard position ... i.e. waterloo and arms race.
The difference here is that the boat is a killer neutral - you can't stack armies there to level people at will, and any armies that you do move in will either have to be used to attack or you lose them. This bombard action is going to be far less powerful than the bombardments in Waterloo. I do agree that the neutral value should be a bit high, but for different reasons (below).
asl80 wrote:salso, south africa is plagued with colonisation and thus should be given, as a medical reparation, a continent bonus increase of somewhere between +1 and +47 ... or i'm sure you get the point (with it's 9 borders once the boat comes into play).
Precisely why I'd like to keep the Naval Superiority neutral value high - I would rather make the bombard option a risky one than have to set half of the bonuses on this map extraordinarily high to account for how easily they can be broken.
japan and chinese empire look like they can be held for +6 from 3 borders, hmmm.
s.e.asia, 4 borders for +3?
We can play this game all across the map: you can hold SE Asia and Oceania with just two borders and three potential bombardment points for a +7. On classic you can hold Australia and Asia with just three borders for a +9, or North America/South America for a +8. Asia alone in classic can be held with four borders for a +7, which is in line with the three border +6 in Asia on this map. I say that if your opponents sit back and let you take those 12 territories without a fight, you deserve the +6 bonus; Japan is a good start on this map, but so is SE Asia, so it's likely that before you wrap up China you've got somebody with a bigger bonus at your doorstep.
pamoa wrote:The solution IS very acceptable. As I see it, the killer neutral means that if any European power does want it, it can disrupt any opponent commercial line for a while then it should be killer neutral 3 and could also happen at the beginning of the game, if someone get a good drop by example. Or you want it more like if an European power is strong enough it can take control of the seas and dominate the world then it should be more a plain 15 neutral for mid/endgame.
I don't actually foresee it being used in the first few rounds, because why would you? Nobody will have a bonus that can be broken until at least the third round, and most players at that point will be preoccupied with establishing some kind of footing rather than breaking an opponent.
Another idea would be to make it a higher value - say 9 - but instead of making it a killer neutral it bleeds armies, say two per turn. That way a European power could maintain naval superiority throughout the game, but at a cost. Trouble with this is that once it is broken, it will either be strong and pummeling the rest of the world, or it will be left at a minimum and anybody can move in from Europe and hit the rest of the world at will. In either case I'd feel compelled to increase the bonus of some of the other regions, because now every flag is effectively a border.
That's really my biggest issue with NOT making it a killer neutral - do we set the value of a region based on how many places it can be bombarded, thus over-valuing it early in the game, or do we set it low and leave those players at the mercy of the Europeans late in the game? At least by making it a set killer neutral - 3 or 5 or whatever - the value of the regions remains somewhat consistent throughout.