MarshalNey wrote:Supersize supersize...
I guess 10 pixels here or there wouldn't hurt. Still, all the map's information seems to fit and the policy is no supersize unless it's strictly necessary, no?
In fact, it might be nice to expand the number of VP available so that 2 players could pursue Victory more comfortably, so that it would have a real possibility of coming up in an actual game.
I don't want it to be *too much* of a race. Races mean too much luck and not enough strategy. I can see reducing the VP needed to 10 out of 24; that's 10 out of 20 outside of the Twin Oasis. 1v1 games would be kind of a race, but the change would be more for the benefit of higher numbers of players, to make Victory victory more of an option.
I would suggest reducing the huge bonus for the Twin Oasis (btw is there a plural for 'Oasis'?)
'Oases'.
a bit, maybe down to a +10? The bonus for the castles and villages might work out as a +2 autodeploy and +1 auto.
Now that the VPs are in place, that does make some sense. I'll do both of those.
As for looks, well, the region names will get a bit hairy to sort out when a person actually has to find 'AA2' or some such.
With clickable maps now, these names aren't as important as they used to be. Either way, I can't think of a more organized way to go about the territory naming.
Oh one other thing, what are the probabilities for a bonus on the drop, and how big? I notice some +2 for 3 regions bonuses (like on the inset) and a several +1s as well...
For each 2-territory region, it's a 30% chance that *someone* holds it in a 3-player game, 18% in a 5-player game, 11% in 8-player. For 3-territory regions, it's 10% in 3p, 3% in 5p, 1% in 8p. 4-territory regions have a 3% chance of being held in 3p, half a percent in 5p, and 0.1% in 8p. There are two 2-regions, four 3-regions, and three 4-regions. The expected value is less than 1 extra bonus troop per player. Meanwhile in 3 player games each player starts with more than 30 territories, in 5 it's 19 and in 8 it's 12. Factor in the castles' starting auto-deploys and the small droppable bonuses don't seem like they're any sort of gamebreakers.
(While we're at that, by adding two neutrals (or removing two starting territories) I can make the 8p starting territory count 11, which would lessen first player advantage a bit; I'm not sure where to put them, though.)