The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.
In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.
lanceeee wrote:The poor condition stops are supposed to be -1. But after I've reached the spikes, it does not do a -1. I won one game where I had 1 troops on a couple of "poor conditions". When I started my last turn, I was expecting to do a -1, and thus I would have to play one more round. But instead, it gave me the victory.
In my last game, there were a couple of rounds at the end when there were no -1. The Freemont stop to be specific.
I am in the middle of a Tourney using this map hosted by Alaskaassassin. Each game is done using different settings.
For those who think this is just a race involving luck, try playing it 10 different times. Your strategy will be dictated by the settings and different each time. I really enjoy the map.
Reposting this since nobody addressed it yet:
Is Ogalulla a typo or a historical spelling? I could find no historical record spelling it that way. It should be with an "o" instead of a "u"
Also, Ogalalla peak is in Colorado. The town in Nebraska referenced by the map is Ogallala.
sergioms1 wrote:Hi dhallmeyer... I hope 2015 has started well for you and your family. I have a request. My opponent and I would like to cancel a game. ( see subject ) We both agree that the game cannot be won with the present settings. Who can do that for us ? Much appreciated. Sergioms1
Just a good example why this map sucks Maybe you should force a round limit on this game - I have been in many games on this map that could have last ages without a round limit.
The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.
Donelladan wrote:The bridge are one of the only interesting part of the map. You remove that the map is only a race to the center. Can't be removed. I prefer my solution, force round limit on the map.
I agree.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.” ― Voltaire
Does anyone think the West and East layouts are unbalanced -- favoring one side over the other?
I agree that the bridges are a key factor -- keep them as is!
Also, I agree that the game often stalemates... so there should be a forced round limit, described on the map itself.
Perhaps: "If the game doesn't end by the year 1861 (i.e. round ___) the Civil War starts. The player with the longest connected railroad line wins, regardless of any gold or silver spikes."
Playing this for the first time in a tourney. It's unclear to me how the -1 decay works in conjunction with the +1 auto-deploys. Is it -1 first, then +1? So if you leave 1 troop you will start with 2 next turn, but if you leave 2 you will also start with 2?
Well then, the legend needs to be corrected since it reads "+1 Newcastle-Promotory Summit CP (& all stations in between)". Which would seem to indicate that the "Poor Conditions" stations have both a -1 and a +1...
I guess it we should expect that the -1 decay has a precedence over the +1 auto, but I understand your confusion. I have been playing the map when it was still in beta and haven't read the legends since ages, so for me it was very obvious because I know how to play it. But you are right that it isn't very clear. Maybe you can try to contact the mapmaker and see if he would be willing to make a change.