[Abandoned] Guatemala

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What do you think? (Plz be honest)

Poll ended at Wed Jun 02, 2010 3:46 am

 
Total votes: 0

jleonnn
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Re: guatemala(v5)

Post by jleonnn »

Yeah. Day of doing homework
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Bruceswar
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Re: guatemala(v5)

Post by Bruceswar »

rivers look ok, but the bonus numbers could use some help? As in how much each is worth.
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jleonnn
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Re: guatemala(v5)

Post by jleonnn »

Could you please help me with the numbers cuz I have no idea how to use the MS excel thingy
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Bruceswar
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Re: guatemala(v5)

Post by Bruceswar »

jleonnn wrote:Could you please help me with the numbers cuz I have no idea how to use the MS excel thingy



Someone else will be better able to help you out.
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Industrial Helix
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Re: guatemala(v5)

Post by Industrial Helix »

Time to move this map on...
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Evil DIMwit
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Re: guatemala(v5)

Post by Evil DIMwit »

I recommend you open up the border between Escuintla and Santa Rosa; it probably isn't a great idea to have one chokepoint to defend sur-este and only two between the east half of the map and the west half.

More appropriate bonuses seem to me:
1 for the Capital
2 for Centro, Sur-Este, and Norte
3 for Este (should that be Oeste?)
4 at most for Sur-Oeste

You'll want to code the Capital neutral and code in starting positions over Centro to ensure that nobody starts off the game with it.
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jleonnn
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Re: guatemala(v5)

Post by jleonnn »

ok, thnx
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Re: guatemala(v6)

Post by jleonnn »

version 6

[bigimg]http://i831.photobucket.com/albums/zz232/Madmanmomomama/map-12.png[/bigimg]

OK, I added in a river texture layer, changed the bonus, and removed the river.
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Industrial Helix
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Re: guatemala(v6)

Post by Industrial Helix »

I'm in favor of making Centro worth only one.

The rest of the bonus numbers look good to me.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
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Evil DIMwit
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Re: guatemala(v6)

Post by Evil DIMwit »

It'd be strange to me that the 3-territory region is worth as much as the 1-territory region. Not that that's necessarily bad, mind you.
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Industrial Helix
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Re: guatemala(v6)

Post by Industrial Helix »

Well, I'm thinking that Ciudad Capital is a natural bonus enhancement for centro and perhaps al sur-este as well. Plus, its going to start neutral, it will serve as a protective barrier for both centro and al sur-este as well.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
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Evil DIMwit
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Re: guatemala(v6)

Post by Evil DIMwit »

Do you think the border between E.P and Jalapa should be open? That would ease the protection on both of them with Ciudad Capital startinng neutral.

What'd be a good value for the Capital? 3? 4?
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Industrial Helix
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Re: guatemala(v6)

Post by Industrial Helix »

Well, much like the Mexico map, I like that the impassables direct players towards trying to gain the capital. So I'm a bit unsure.

I think a better resolution might be to let Zacapa border Alta Verapaz.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
jleonnn
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Re: guatemala(v6)

Post by jleonnn »

So what do you guys want? mmmm.... 1 bonus Centro, but there is already a border between Zacapa and Alta Verapaz
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Industrial Helix
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Re: guatemala(v6)

Post by Industrial Helix »

Yeah, I'll throw my favor behind removing the impassable between Zacapa and Alta Verapaz and not reducing the bonus.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
jleonnn
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Re: guatemala(v6)

Post by jleonnn »

So what do you want?
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Industrial Helix
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Re: guatemala(v6)

Post by Industrial Helix »

Remove the impassable I think.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
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Bruceswar
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Re: guatemala(v6)

Post by Bruceswar »

jleonnn wrote:So what do you want?



Can you also test some other fonts for the territory names?
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jleonnn
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Re: guatemala(v6)

Post by jleonnn »

OK.
jleonnn
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Re: guatemala(v6)

Post by jleonnn »

Version 7

[bigimg]http://i831.photobucket.com/albums/zz232/Madmanmomomama/map-13.png[/bigimg]
I think I still liked the current font better
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Evil DIMwit
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Re: guatemala(v6)

Post by Evil DIMwit »

Now, you need to decide how many starting neutrals there should be on the Guatemala territory. Having fewer means it will likely be taken early on; having more means it's more likely to stay neutral for a while, and thus act as a defensive barrier for the zones around it.
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jleonnn
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Re: guatemala(v6)

Post by jleonnn »

I think I'll just want just the capital to be nuetral
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Industrial Helix
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Re: guatemala(v6)

Post by Industrial Helix »

Starting neutral 3 sounds good to me.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
jleonnn
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Re: guatemala(v6)

Post by jleonnn »

Anything else?
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Evil DIMwit
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Re: guatemala(v6)

Post by Evil DIMwit »

Centro should be coded with starting positions. That basically means the XML says that in 2-3 player games, one player can't start with the whole bonus. It'll be fairer that way. But you don't have to worry about that until someone actually codes the XML, so just note it in the first page for now.

That's about it. The only thing that seems to be missing from this map is community support. I'll just let the map stew for a bit to see if anyone has any more comments. If you have any friends from Guatemala -- or any friends on CC at all -- have them take a look at it and see what they think.
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