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[xml] Increasing / Decreasing Neutrals.

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[xml] Increasing / Decreasing Neutrals.

Postby koontz1973 on Tue Nov 26, 2013 12:54 am

Decaying / Increasing Neutrals
Concise description:
  • Add the XML code to allow neutrals to decay/increase by a set amount each turn.

Specifics/Details:
  • Example for Feudal map.
    Between every castle and the open playing board, the map maker set it at 10 neutrals. Those neutrals would decrease each turn by 2 (or any amount determined by the map maker) so the wall decreases every round. Another way would be to use that same wall with only a one neutral and have in increase over time. Forcing the player out into the open.

How this will benefit the site and/or other comments:
  • Another way to allow map makers to give a different experience to players. Winning conditions would get easier/harder to grab over time. Players would get forced into playing and not sitting around.
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Re: [xml] Increasing / Decreasing Neutrals.

Postby JamesKer1 on Tue Nov 26, 2013 12:55 am

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Re: [xml] Increasing / Decreasing Neutrals.

Postby thenobodies80 on Tue Nov 26, 2013 10:39 am

This one can be joined with the other koontz' suggestion, if you agree with this post viewtopic.php?f=535&t=196506&start=15#p4352669
They can be done at once.
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Re: [xml] Increasing / Decreasing Neutrals.

Postby koontz1973 on Tue Nov 26, 2013 1:42 pm

thenobodies80 wrote:This one can be joined with the other koontz' suggestion, if you agree with this post viewtopic.php?f=535&t=196506&start=15#p4352669
They can be done at once.

So from what I am reading, you propose this suggestion to go ahead like it is, allow neutrals to increase or decay by a map makers choice, but have the killer neutral (other suggestion) as a normal? The only difference from my suggestion is that once the region is at 1 (like all decays get to) it would not revert back to the original amount.
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Re: [xml] Increasing / Decreasing Neutrals.

Postby thenobodies80 on Tue Nov 26, 2013 2:28 pm

Yes, so we don't have to change two things when we can change just one with the same effect. :)
Once the neutral reaches 1 anyone can take it easily, if you do, the killer neutral will act as it usually does and will bring the region back to the original value.
Next turn, it will restart to decay till 1 and so on....
On the opposite, if you don't take it, it will stay neutral 1 so the killer doesn't take effect.
As said i suggest this because imo it's better to not to add a new option to neutral tag or change the current one for kn but just add a new one to the territory bonus tag, so to NOT have the same limitation we have with options in collections and moreover apply two possible features with just a single change.
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