I'd recommend taking green out of asia and then attacking austrailia Also evacuate the horn and use those troops to attack asia. You have a significant lead and risk making yourself a target
The only problem is the two +7 bonuses. On maps of this size, it is unlikely that either of those +7 bonuses will be held. Asia on the classic shapes map is never held because holding its +7 bonus makes you an immediate target
From a gameplay perspective, you have two bottleneck regions at the bottom - you can hold the entire Aleutians and the Juneua region by holding a single territory each. The concern for me is that both of these bottleneck areas are fairly close allowing for relatively easy expansion - all the other ...
Version 0.8 http://img15.imageshack.us/img15/6430/rcbetadraft08.jpg
There it is. There's a lot of work to do, hence the Version 0.8. I posted it mainly to get the ball rolling on balancing things out, as we have the tripartite problem of balancing the research, balancing the ...
I'd suggest making the alarms -1 auto-deploy, or it is difficult to find an attack route. Also, it seems like the deployments will be too low with the alarms
Good start but I don't like how some stations belong to multiple continents. When two lines intersect, there should be two stations like the Rail USA and Rail Europe map
I actually believe the opposite, I like how this is set up. Makes for a different game play and I dont even want to imagine ...
Hmm,i belive that gameplay need to be balanced,and from your sheme, you have some capitals who can bring advantage to some players. A-have three defending territory B-have 4 defending territory C-4 defending territory D- these area is best for defend and if you hold capital you only need to defend ...
The original idea was an abstract shapes and connections map with the naming being the key.
I added a city background under suggestion just to make it prettier, now I'm told that the spheres and ribbons don't make sense and I should move to a more conventional map divided by dotted lines. I think ...
Good start but I don't like how some stations belong to multiple continents. When two lines intersect, there should be two stations like the Rail USA and Rail Europe map
Hmm,i belive that gameplay need to be balanced,and from your sheme, you have some capitals who can bring advantage to some players.
From mine view,best option is to create all similar to D,because you will fulfill what is require to map become balanced and to not give any advantage to one player ...
Currently, this map is way too luck based. The territories should just be divided up amongst the players like a normal game instead of having fixed starting positions.
Your currrent map is way to similar to the classic map. 5 of the bonuses are in exactly the same position and have exactly the same value. And they look like they have the same territory configuration as the classic map.
The idea is good, just make the territory and bonus structure more unique
One problem with groups of 2 - in games of fewer than 6 players, say, a 3 player game, you risk two players dropping next to each other and a third being isolated. This gives the 3rd player a major advantage. I'd opt for 6 roughly equidistantly placed starting positions.
1 Factories - These would be ways of increscing amount of troops you get. For example for having one factory in you homeland you get +1 for 2 Factories +3. The factories would only border the territory they are in. Good idea, but there should be a bonus for holding factories not in your ...
I think the WWII idea is good. I'd suggest a theme similar to the Iwo Jima map and avoid using the Berlin 1961 map as it looks boring in black and white.
To make the map more realistic, airbases could be placed on the map and one of the techs would enable you use an airbase to bombard/attack ...
This game started off as a build game , even after red deadbeated. I decided to break teal's Indian Territory bonus as he was getting too many troops and get into a conflict with Teal . Teal retaliated by attacking west Texas and killing most of my ...
if he were to attack his next turn, it would be 52 armies to red's 56 to take his bonus. that aint bad odds with attackers advantage. if he ends up with bad dice and gets back to one more army then reds (what he currently has on thier border) than it would be reasonable to stop attacking as the ...