Edited from Pious's Post:
- To defend Inner Solar System you need JG-IP and Mars.
OR Mars, Moon, Earth, and Venus without JG-IP.
- To defend Asteroid Belt you need JG-AB, Eunoma Family, and Vesta Family.
OR Eunoma Family, and Vesta Family Flora Family and Eos Family without JG-AB.
- To defend Jupiter and its moons, you need JG-J, Trojan Camp, and High Orbit of Jupiter.
OR Ganymede, Low Orbit of Jupiter, High Orbit of Jupiter, and Trojan Camp without JG-J
- To defend Saturn and its moons you need JG-S, High Orbit of Saturn, and Chariklo.
OR Rings, Low Orbit of Saturn, Rhea, and Titan (could also use High Orbit of Saturn as a choke over Titan) without JG-S
- To defend Uranus and its moons you need High Orbit of Uranus and JG-U.
OR Low Orbit of Uranus, Titania (which will be reconnected to the Low orbit of Uranus in the next version), and either Oberon or High Orbit of Uranus without the JG-U
- To defend Neptune and its moon (The Key will be fixed to have "moon" in the singular) you need only Low Orbit of Neptune and Triton.
-- JG-N doesn't help too much except that it allows you to control the High Orbit of Neptune instead of Triton.
- To defend the TNOs you need JG-TNO, 136108, Orcus, Pluto,
and Charon.
OR Sedna, Quadar, 136108 ORcus Charon and Pluto without JG-TNO
Taking a gate might not be a good idea since it could counter act the bonus you receive from holding the region. Your first gate (and first region) will be oj because it's +1 to hold the gate but after that holding the gate attached to a region would be a tough choice to make.
This Table might be illuminating
This table assumes that I change the Neptune bonus to 2 (which is in the works)
The Choke point column shows how many territories you need to hold a region both with and without the Jump Gate in the area. The other seven columns show the combined value of the region bonus and jump gate bonus of taking the region (either with or without the gate) as your 1st region, 2nd region, 3rd region, and so on. The w/o JG line stay constant showing your choice not to take a single gate (At the cost of holding more choke points) the w/ JG line shows the fluctuating (but yet still skill based) fortunes of taking every gate attached to your new region. So if you own Uranus and JG-U (a total bonus of 4) and are looking to take Saturn your total bonus if you take the gate is 6 (3 for uranus, 4 for saturn and -1 for holding JG-U and JG-S) Which means you've not done much to improve your situation. If you own Uranus and decide to take Saturn but not its gate your total bonus will be 8 (3 for uranus, 4 for saturn, and 1 for holding JG-U). So the difference between 8 and 6 is 2 and its that 2 thats on the table. Its as clear as mud.
The point is that some of these areas aren't hard to hold if you take the gate but taking the gate isn't always the best move. In our above example the player who owns uranus and is taking Saturn might well be better served not taking JG-S but rather holding the one extra choke point and only taking JG-S when he/she tries for a new region. Like the inner planets. Then the player could take JG-S and JG-IP and stop. take a bonus of 9 on the next turn (3 for uranus, 4 for saturn and 2 for JG-U, JG-S and JG-IP plus any territory bonus for holding 12 or more) and have a good shot at taking IP. But be careful. in the mean time if the player holding the inner planets held JG-IP and JG-N then the inner planet player will now get a extra bonus of +2 (JG bonus goes from -1 to +1) if they held inner planets and the two gates (now down to one thanks to the invader) they have a bonus on there turn of 4 instead of 2.
towards the end of the chart it looks like the swings in in taking JG are pretty wild. If your a bad player who takes them one at a time the effects will probably kill you. If your a smart player who takes the gates two at a time you'll reap the rewards. If your a weaker player who can take a gate from a stronger player (even if it means you end up with a -1 gate bonus) the effect on the stronger player can be fairly big. Giving a smart player who had some early bad luck a chance to make up for it.
So the trade off with the regions and gates is that the gates can bite you but without them you have more choke points to defend. Further, Jump-gates one taken need to be held tightly otherwise they provide a dangerous conduit of attack for your enemies and (if you've been smart and only hold an odd number of gates) a change in fortunes. So Gates need extra forting. That extra forting makes them even more powerful for attacking your enimies. I'm super excited to play with these gates!!!
I think the region bonues need tweeking.
Considerations:
- The Neptune bonus should be 2
- The Earth sub reagion should be the earth and moon subregion for +1
- The TNO should have sub bonuses
---Plutinos: (bonus 2) Pluto, Charon, Orcus
---Kuiper Belt: (bonus 3) Pluto, Charon, Orcus, Quaoar,136472,136108
---Oort Cloud: (bonus 1) Sedna and Eris (136472 needs to be swaped with Sedna)
- The TNO could be worth more considering they have 6-7 choke points. I think its ok to stay at 5 if add the sub regions then at least a player can build up to owning all the TNO region.
- The could be a +1 bonus for the Centaurs: Chariklo and Chiron
- Inner Plants and Asteroid Belt have the same 3-4 choke point scheme (See table) But yet asteroid Belt is 4 and Inner Planets is only 3. I think this is OK because the AB is more vulnerable to non-gate attacks and doesn't have a subregion (though I could make any three asteroid belt territories worth +1)
- if Neptune is 2, Uranus 3, Saturn must be 4 (even if i drop the one way to the rings)
- if Saturn is 4 then Jupiter can be 4 or 5 but I like 5 simply because there is 11 territories take as apposed to Saturn's 7.