[Abandoned] - San Diego Tycoon

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Continue development of one of these maps?

Poll ended at Mon Nov 05, 2007 8:22 am

 
Total votes: 0

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TroyMcClure
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[Abandoned] - San Diego Tycoon

Post by TroyMcClure »

Map A
Image

Map B
Image

Map C
Image

San Diego Real Estate! Yes, now you can buy up some of the world’s most expensive real estate in one of the biggest tourist destinations in America.
One of the differences of this map is that units are money more than army pieces. The more money you get the more land you can "out bid" and take over from other developers.

37 areas inside 6 regions. Each region has a bonus tourist attraction. If you have 2 tourist attraction areas, you get +1. Own 3 and you get +2, etc..

Please give opinions and advice. Your input is very much appreciated, especially regarding region bonuses and adding and removing boundaries. What if anything could make this map work?

Thank you.
Last edited by TroyMcClure on Fri Nov 09, 2007 7:04 am, edited 22 times in total.
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nagerous
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Post by nagerous »

Ocean Beach should probably be only a 3 bonus, im not sure if there is a bonus between fort rosecrans and n.a.s. also with the $s its kinda confusing that that means 2 more soldiers
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Post by nagerous »

also I think with the bonuses it probably should be just 1 extra man if you hold the entire continent, because if someone is lucky and starts with lots of them, the other players are immediately disadvantaged
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Coleman
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Post by Coleman »

Assuming the red is impassible borders

Code: Select all

0-------------0-----------------0-----------------0-----------0-----0---------------0
|Continent    |Continent Borders|Territory Borders|Territories|Bonus|Classic Compare|
0-------------0-----------------0-----------------0-----------0-----0---------------0
|Downtown     |        5        |        4        |     6     |  5  | Europe/Asia   |
|Border       |        2        |        4        |     5     |  4  | North America |
|Ocean Beach  |        2        |        3        |     5     |  3  | Africa        |
|East Country |        2        |        3        |     5     |  3  | Africa        |
|Pacific Beach|        2        |        2        |     4     |  2  | South America |
|North Country|        1        |        2        |     4     |  2  | Australia     |
0-------------0-----------------0-----------------0-----------0-----0---------------O

Tourist attractions should probably be +1 not +2
Warning: You may be reading a really old topic.
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TroyMcClure
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Post by TroyMcClure »

Coleman wrote:Assuming the red is impassible borders

Code: Select all

0-------------0-----------------0-----------------0-----------0-----0---------------0
|Continent    |Continent Borders|Territory Borders|Territories|Bonus|Classic Compare|
0-------------0-----------------0-----------------0-----------0-----0---------------0
|Downtown     |        5        |        4        |     6     |  5  | Europe/Asia   |
|Border       |        2        |        4        |     5     |  4  | North America |
|Ocean Beach  |        2        |        3        |     5     |  3  | Africa        |
|East Country |        2        |        3        |     5     |  3  | Africa        |
|Pacific Beach|        2        |        2        |     4     |  2  | South America |
|North Country|        1        |        2        |     4     |  2  | Australia     |
0-------------0-----------------0-----------------0-----------0-----0---------------O

Tourist attractions should probably be +1 not +2


Very interesting. Is this the way of figuring out bonuses? I can update the map.
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Post by Coleman »

TroyMcClure wrote:
Coleman wrote:Assuming the red is impassible borders

Code: Select all

0-------------0-----------------0-----------------0-----------0-----0---------------0
|Continent    |Continent Borders|Territory Borders|Territories|Bonus|Classic Compare|
0-------------0-----------------0-----------------0-----------0-----0---------------0
|Downtown     |        5        |        4        |     6     |  5  | Europe/Asia   |
|Border       |        2        |        4        |     5     |  4  | North America |
|Ocean Beach  |        2        |        3        |     5     |  3  | Africa        |
|East Country |        2        |        3        |     5     |  3  | Africa        |
|Pacific Beach|        2        |        2        |     4     |  2  | South America |
|North Country|        1        |        2        |     4     |  2  | Australia     |
0-------------0-----------------0-----------------0-----------0-----0---------------O

Tourist attractions should probably be +1 not +2


Very interesting. Is this the way of figuring out bonuses? I can update the map.


Well it is how I'd do it. I like your map a lot really. Looks good enough to play to me. Wish more people would comment so I could see how the rest of the foundry feels.
Warning: You may be reading a really old topic.
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TroyMcClure
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Post by TroyMcClure »

nagerous wrote:also I think with the bonuses it probably should be just 1 extra man if you hold the entire continent, because if someone is lucky and starts with lots of them, the other players are immediately disadvantaged


Sounds like +1 is better. One question, is there a way to make sure a player doesn't get all the bonuses at the start of the game? Doesn't the CC game make sure no player gets an entire bonus area?
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Post by Coleman »

TroyMcClure wrote:
nagerous wrote:also I think with the bonuses it probably should be just 1 extra man if you hold the entire continent, because if someone is lucky and starts with lots of them, the other players are immediately disadvantaged


Sounds like +1 is better. One question, is there a way to make sure a player doesn't get all the bonuses at the start of the game? Doesn't the CC game make sure no player gets an entire bonus area?

LOL!

Unfortunately no... It is 100% random. Judging by how King of the Mountains ends up working you should expect people to start with 1 or 2 statistically speaking.
Warning: You may be reading a really old topic.
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TroyMcClure
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Post by TroyMcClure »

Coleman wrote:
Well it is how I'd do it. I like your map a lot really. Looks good enough to play to me. Wish more people would comment so I could see how the rest of the foundry feels.


Thanks Coleman. Even if you don't like a font, let me know. I like playing with my Fireworks. I need to smooth out some border lines.
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Post by TroyMcClure »

nagerous wrote:... the $s its kinda confusing that that means 2 more soldiers


I'd like to keep the money, it's part of the theme. What about something like ...
Ocean Beach = 3$
North County = 2$
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Post by nagerous »

have something that says red line = impassable border to make it clear
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Post by mibi »

love those 80's colors.

but why are their jets in north country, is there an air base up there?
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Post by Coleman »

Read the territory names Mibi. :P
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Post by TroyMcClure »

mibi wrote:love those 80's colors.

but why are their jets in north country, is there an air base up there?


Yes, San Diego is a big navy town. has a big navy base and marine airbase. See the movie Top Gun.
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Post by TroyMcClure »

nagerous wrote:have something that says red line = impassable border to make it clear


OK.
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Post by johloh »

the first thing you have to change is the title...san diego, "america's finest city"? is that supposed to be a joke?
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Post by pancakemix »

Instead of having the tourist attractions +1, as previously mentioned, you should make them hold 2, get 1, hold 3, get 2, etc., because if you start with 2 or 3, you have a major advantage.
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Post by TroyMcClure »

pancakemix wrote:Instead of having the tourist attractions +1, as previously mentioned, you should make them hold 2, get 1, hold 3, get 2, etc., because if you start with 2 or 3, you have a major advantage.


You only get the extra unit in the territory. So, the extra unit is placed on the tourist attraction. It's like a card bonus for holding a territory. This way you have to take another turn to move the new unit.
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Post by TroyMcClure »

johloh wrote:the first thing you have to change is the title...san diego, "america's finest city"? is that supposed to be a joke?


No joke. It's the city moto.
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Post by mibi »

TroyMcClure wrote:
pancakemix wrote:Instead of having the tourist attractions +1, as previously mentioned, you should make them hold 2, get 1, hold 3, get 2, etc., because if you start with 2 or 3, you have a major advantage.


You only get the extra unit in the territory. So, the extra unit is placed on the tourist attraction. It's like a card bonus for holding a territory. This way you have to take another turn to move the new unit.


I dont think this is possible with XML, I could be wrong tho.
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Post by TroyMcClure »

mibi wrote:
TroyMcClure wrote:
pancakemix wrote:Instead of having the tourist attractions +1, as previously mentioned, you should make them hold 2, get 1, hold 3, get 2, etc., because if you start with 2 or 3, you have a major advantage.


You only get the extra unit in the territory. So, the extra unit is placed on the tourist attraction. It's like a card bonus for holding a territory. This way you have to take another turn to move the new unit.


I dont think this is possible with XML, I could be wrong tho.


Who can I ask about this?
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Post by fireedud »

Andy.[size=0]AndLack[/size]
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TroyMcClure
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Post by TroyMcClure »

fireedud wrote:Andy.[size=0]AndLack[/size]


I didn't see this username. can you give me more info
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Post by pancakemix »

KEYOGI could also help with this.
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Post by DiM »

TroyMcClure wrote:
fireedud wrote:Andy.[size=0]AndLack[/size]


I didn't see this username. can you give me more info


the username is AndyDufresne.

but it's not possible. i'm 100% sure.
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