Moderator: Cartographers
Because a 10 bonus that can be defended from one spot is a huge amount. In fact, it will become the main focus of the map considering you need the spice islands to win. So whoever gets them first wins. This will be the case in nearly all games.Aleena wrote:Not sure why you fell it needs to be reduced a lot?
Nothing, but the map needs to be balanced throughout so a player with a good drop does not dominate the game from round one.Aleena wrote:2) what is wrong with having large deployment and large armies fighting each other?
I am not a fan of the bottle neck but for this map it suits it.Aleena wrote:Really rough example to give an idea what I mean: (But this is just an optional idea to eliminate the bottleneck to the island - unless you prefer to have one spot that will become a huge blockade..)

I like the set up now, but I would suggest two slight changes.vaughn03 wrote:In a nut shell - It's deliberate. I think if you count Java the same way you count Spice Islands you get 11 to 10... Spice has SP1 pinch point but that is -2...
I think we still need to address initial deployment.
Other than that - I think I like the way it is set up and not sure that anyone is disagreeing..?

?????Armada and any one spice +1, this reduces the bonus again by 3
vaughn03 wrote:?????Armada and any one spice +1, this reduces the bonus again by 3
On the map you have Armada and 1 spice +1, so with four spices it becomes a +4. By only allowing this bonus once, you reduce it by 3.vaughn03 wrote:Not sure if we are counting bonus' the same..? You are probably right... But one thing you keep saying is Spice Islands + Armada gives you 'x'. I see no reason for you to point this out..?
I have no problem giving the fleets out as starting positions. What I mean is that every one is given out evenly to players.vaughn03 wrote: I assume you are AGAINST the idea of deploying only on Fleets? Is so please state reasons and I'm sure I will probably agree...

Correct. Will explain why in a bit.vaughn03 wrote:You - want - the Armada + Spice bonus to only be allowed for a +1 as opposed to getting all 4 spices and getting +4..?
Yes.vaughn03 wrote:I imagine a robust battle over those spices - you think someone will just go in and block out everyone - and then easily hold all 4 spices..?
You can have neutrals at any level you want. Remember though, too low and they become pointless and too high they are never taken. Have a think about what neutrals you want on the map and then do an image with them on.vaughn03 wrote:Is 3 neutral troops (n3) the limit..? I did have a thought that maybe SP1 could be n3 or maybe even more..? n5..? Not allowed? Thoughts?

http://www.conquerclub.com/forum/viewto ... 9&t=151297 Not sure if this is the same one we use but it will give you a pretty good calculation. Remember, all of the calculations take into account every possible thing and is pretty accurate. I got something like 3.1 for the spice island and 6.75 with the armada. I still need to run it for the other bonuses as well but want to sort out the spice islands first as the others are easy to sort out.vaughn03 wrote:Bonus calculator..? Is that a 'real' thing somewhere in here..?
No, map makers have refused to do this in the past so it is stopped for something major like this. What would happen is vaughn goes missing with all of his files the day it goes live. Trying to change a map and xml once it is live is a nightmare. Beta is to sort things out like bonuses and neutrals (raising or lowering) but not to see if the game play works or not. And we are not that bad at doing this and do take into account the map makers wishes.Aleena wrote:Could he not leave it as is - then in Beta see if your bonus calculator is correct
Correct, it will depend on the neutral here. Too low and you give it away and an advantage to the players who start closest. Too high and no one will ever go for the winning condition. But I am not convinced that placing a high neutral there will have a positive influence on the game but more a negative one. A neutral 5 should be about right though for the bonuses I posted before.vaughn03 wrote:If I were to make the SP1 square n5 say... Or n50 for that matter - on this map it can not be 'left alone' because you must go through it to reach the Victory objective, no? I guess you could forgo the objective and just try to wipe everyone out so n50 would probably not work..? But perhaps I can consider n5 to n? because of the large incentive to go thru this portal... RIght?

If that happens, then the map becomes a who gets a bonus first wins map. You need to consider the whole map as one and not just spice island.Aleena wrote:If he does not want to lower Spice Island's Bonus - could he offset it by raising the Bonuses of the other areas... This way he still can keep the land area bonus and keep the map consistent

vaughn03 wrote:PF3 can attack - I'll go clockwise - Macau, SP10, Kingdom of Manila, DF1, Sultanate of Brunei, SF3. It can be counter attacked by SP10, DF1 and SF3 and by the ports as well once the 'Land Bonus' is held. I think - hope - if you follow the breadcrumbs it's fairly clear what can attack what..?

Only as much as what was needed. The main one got lowered.vaughn03 wrote:See Aleena is right - you have raised the bonus' for the other continents - lol...
Hence the reason I said the 3 and 7, not a 2 and 6. Higher for central areas does not mean double.vaughn03 wrote:I think I'm OK with your numbers - although even your 'formula' says that bonus may need to be higher for central located high value targets, yes..?
A frank discussion is what is needed, a compromise between has to be made, and a map that makes everyone happy is what we end up with. It is not a matter of upsetting map makers or making all maps the same but trying to grasp what the map maker wants and moulding that in a way that a game can be fair for all. We are all resistant to change as we all want our dream to be the one, but like all processes, it ends up being a team effort. You are the one that will get the glory in the end.vaughn03 wrote:You are the PRO here and usually I try not to argue with people who are far more knowledgable than I... Although I'm not accused of being 'humble' very often... However, as I said before, I don't want this map to play the same as every other map... Wish they would let me do some of my other ideas... Also want it to reflect the history of this region but of course I don't want it so rigid that everything is a forgone conclusion.
For me it is the large game, esc spoils, unlimited and fog. But when I make a map, I cannot make it for that only and have to include all else. It can be frustrating but until the site allows us to specialise in one type of game, this is the way we have to work.vaughn03 wrote:Also sure I am guilty of not thinking of all game play options - I like trench, fog of war with no spoils or flat rate. I have always felt that Risk - I mean CC - is a war simulation game, albeit very simple, and hated things like 'escalating' when you are down to 1 territory and then you play a set and conquer the world. Makes no sense to me...

I will try and make attack routes more clear and change bonus' # in legend to numbers you have suggested. What was the middle part..? See quote above.+ put into the legend.
When you have decided on how to make the sea routes really clear, put the symbol into the legend with "sea route" so people can see what it is. I suggest you use two, one for island to island and one for ship to shore. This will make things clearer when they cross over.vaughn03 wrote:I will try and make attack routes more clear and change bonus' # in legend to numbers you have suggested. What was the middle part..? See quote above.+ put into the legend.
Just wanting to play it and after so long without a look over, it was about time.vaughn03 wrote:I know you wanted to try and bang this forward

