Moderator: Cartographers

5 makes no sense at all. 8-player games start with 5. That would mean the objective is to just to hold the central tert, so 5 becomes a meaningless number (unless we ever get 12 player games).koontz1973 wrote:I understand now about Baird. Will see to a solution tonight.
Victory conditions are rarely used unless you really need to. Now that I see your point clearly, I can see that a reduction is in order. How about 5 or 7?


Yes they are.DoomYoshi wrote:I love the new ships.
Are the starting positions mapped out so that if you start with Alston, you also start with AS1 (the red start)?
Ship in legend and on the map are the same in every detail. The ones in the the legend though have been brought out (duplicated that layer) to aid gameplay. Without them, a couple of people where wondering what an Exploratorum was as I had ships all around the board. And before you ask, no I will not be bringing the ones on the map out like that.Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.

Ok, you can't say they are "the same in every detail", and then say the ones in the legend are different. They are not the same, and the ones on the legend look better so why not make the ones on the map look better? Obviously you don't have to bring the ones on the map out more, but somewhere along the way I'm sure someone else will point it out or ask them to be changed.koontz1973 wrote:Ship in legend and on the map are the same in every detail. The ones in the the legend though have been brought out (duplicated that layer) to aid gameplay. Without them, a couple of people where wondering what an Exploratorum was as I had ships all around the board. And before you ask, no I will not be bringing the ones on the map out like that.Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
Seamus, they are the same in every way. Completely identical. Not a pixel has been changed. The only difference is the ones in the legend are on two layers (duplicated). This just gives them a slight edge. And no, the map ones will not go that way. Why, because the legend is dark and the sea is light. So for game play and contrasting issues, they did needed to be brought out more than the ones on the map itself..Seamus76 wrote:Ok, you can't say they are "the same in every detail", and then say the ones in the legend are different. They are not the same, and the ones on the legend look better so why not make the ones on the map look better? Obviously you don't have to bring the ones on the map out more, but somewhere along the way I'm sure someone else will point it out or ask them to be changed.koontz1973 wrote:Ship in legend and on the map are the same in every detail. The ones in the the legend though have been brought out (duplicated that layer) to aid gameplay. Without them, a couple of people where wondering what an Exploratorum was as I had ships all around the board. And before you ask, no I will not be bringing the ones on the map out like that.Seamus76 wrote:Why do the ships in the legend have red flags, but the ships on the map do not? The ships in the legend seem to have more detail as well.
Just a little nit-pick, while I'm sure you would rather some constructive info. Sorry

Ok, maybe not unstoppable. But they are too strong, mainly because their island territories connect.DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.

Oh. I thought the outer islands started neutral. My bad.koontz1973 wrote:Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Not a problem Doom. Now that I explained that, do you think anything else needs to be done for either map?DoomYoshi wrote:Oh. I thought the outer islands started neutral. My bad.koontz1973 wrote:Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.



Absolutely no reason for them to be different. Will get Meridiem and Arctout changed to be the same but different from the others.AndyDufresne wrote:Looking really terrific. Like the new glow and colors and the slanted names.
Is there a reason why Arctous looks all special font wise, and Meridiem doesn't? I may have missed something.
--Andy

Your wish is my command, but I am not sure about this one just yet. On another note, I sincerely hope you do not stop coming into the foundry after your retirement. Your observations will be missed.AndyDufresne wrote:I kind of liked the special color / text for the central region of both maps...! That is what I meant.
--Andy

AndyDufresne wrote:These two maps are probably my two favorites of yours.
--Andy


Hi ho!nolefan5311 wrote:I will post some things in the next few days koontz. Have been busy with holiday things the past couple days.
