Moderator: Cartographers

gho wrote:Masagascar needs the extra tint and I agree that Oceania bonus is a bit rich considering how easy it is to expand into South Asia after 1 or 2 turns holding it. Can you change the bonuses during the beta stage of the map, or does it have to stay the same?
Also are neutrals placed randomly on this map or is there specific territories which have them?


Agree with No on 2 flags guinea idea.gho wrote:Im glad you rejected the other suggestions, but im not too keen on the two flags on guinea idea.
How about if you connect sumatra to burma (which you could change the shape of graphically to include a slither of western siam) and connect the phillipines to taiwan (as well as canton). this would put oceania in direct competition with japan with 3 borders, but would make japan worth more than 2, but less than 3, so you could add another territory, the kuril islands, okinawa or some other japanese territory that doesnt connect to any outside territories, so you would have japan with 5 countries, 3 border countries (bordering 3 different continents) worth a bonus of 3.
The Middle East could also do with an extra territory, its bonus is quite generous (or maybe just attach it to one of the horn of africa territories).
OK, 2 flags on New Guinea - bad idea... I didn't include it on the last update because I wasn't feeling it very strongly, but it was worth throwing out there.JustCallMeStupid wrote:Agree with No on 2 flags guinea idea.
Agree with connecting Phillipines to Taiwan border additionally.

oaktown wrote:
The suggestion to put a Japanese flag on Korea and China isn't working for me. The side effect of this would be to make Japan a world power, able to take naval Superiority (unreaslistic in 1910) and bombard lands throughout the hemisphere. I'm not sure now much influence Japan had on the politics of West Africa, but I'm guessing it was very little.
Adding a british flag to part of China to represent Hong Kong was toyed with months ago and rejected.
Splitting New Guinea into two territories - a German and Portuguese colony - was also discussed ages ago and rejected because that part of the map is already too busy. Another territory would be hard to squeeze in, especially on the small map. BUT... what about this idea?? What if we left it a single territory, but put BOTH flags on it? It would make New Guinea very valuable as it would then be a part of three different bonuses, and it would add another defense point for the Oceania player, perhaps making it more worthy of the +4 bonus.
Talk to me.
Wow, Odd you are completely revamping the map?lt_oddball wrote: But that is no reason not to look upon the japanese as it should in this map (you already marked them with an "Japanese EMpire" ...then give them more credit).
**** previous suggestion OK:
Japan +Kurillen, +1 bonus, link with Philippines, link Somalia to Arabia (Jemen straights is narrow),
previous suggestion not ok
link Sumatra with Burma (realistically too far..then better have Borneo linked to Vietnam), changes to NS (keep it 4..it is pretty balanced).
******What about rhodesia..please remove that colony marker... for gameplay sake..Like Congo it provides a safehaven for troops to reposses the coastal colonies once they are obliterated.
And indeed no navy ship has reached rhodesia (center) to do any harm...(that's why mobutu feels very secure.. ;S )

Really? I haven't seen a game in which a player takes China before somebody can take Japan - my original concern was more that China would become an extra bonus for whomever is lucky enough to start with Japan, but i haven't seen this brought up as a problem.vonunruh wrote:Japan basically becomes an extra bonus for whomever can get China. I was thinking connect Taiwan to Phillipines and make Japan worth 3 to prevent that
Neither have I.vonunruh wrote:...I see other posters are concerned that Oceania is too powerful. I have not experienced that in my games.
British and French colonies are hard to hold, but that's kind of the point of the map - big empire = big investment. And we toyed with the idea of letting the colonies hit back somehow, but it just wasn't realistic. Losing a colony certainly weakened the European powers economically, but never did an overseas colony physically take over and rule its European overlords.vonunruh wrote:France and British bonuses are too hard to get, at least in large 6-8 player games. Perhaps have colonies able to attack the home country and vice versa?
Right, I'm hearing it both ways - I'm hearing that the naval superiority is too costly and doesn't come into play very much, AND I'm hearing that I should add colonies because it would really weaken Japan and China.vonunruh wrote:Having bombardable territories in Japan and/or China would balance the map out a bit...though once a player is able to secure Africa it is already hard to stop them. The idea of being able to bombard African colonies is nice but in practical terms that is harder to bring about, because to do so you have to load up on an isolated European territory, expend a lot of troops attacking, with no direct benefit. Again, having colonies be able to attack home countries and vice versa might help that.
I love this map but i have to agree, in most my games Naval Superiority rarely comes into play early on or even midwayoaktown wrote:thanks for the recent words of support, but I am leaning toward simply dropping the initial neutral value of naval superiority to three, to get it involved in the action earlier. The reset value will remain at four.
It's a feature of the site's game engine, not the map. Killer neutrals revert back to neutral if/when it has been held for one entire round. If I take it and nobody else takes it from me it will turn neutral when i begin my next turn. It will remain in my possession through my opponents' turns, so they can take it from me if they wish.finchboy wrote:I just played this map for the second time, great work, i enjoyed it very much, however i think i'm right i saying that the the naval sup get neutral-ed at the end of the turn not nesc the round like it says in the text. I'm not sure, the game number was 4692069. Again, what a great map! Loved it!

Of course, I realized tonight this isn't possible... it's an XML update we're waiting on, and it's held up one of Wid's maps for months. We can keep discussing gameplay changes, but I'm feeling strongly about any one change yet.oaktown wrote:thanks for the recent words of support, but I am leaning toward simply dropping the initial neutral value of naval superiority to three, to get it involved in the action earlier. The reset value will remain at four.
I agree that 4 is too high at start.oaktown wrote:thanks for the recent words of support, but I am leaning toward simply dropping the initial neutral value of naval superiority to three, to get it involved in the action earlier. The reset value will remain at four.
Again, other than lowering the neutral reset value to 3 - which I agree is too low - my hands are tied. When/if an XML update comes through we'll reopen this discussion.karelpietertje wrote:I agree that 4 is too high at start.
This was my original thought way back in the day when we had Trading Companies rather than the Naval Superiority, but as the map changed it was shot down and replaced with the current system. I play very few freestyle games so I've overlooked the potential value of the bombardment, but I'm not sure this is worth adding one more rule to the NS space. It's already confusing to some as it is.karelpietertje wrote:you could make it possible for the colonies to bombard the Naval Superiority.
In sequential games this might be useless (why attack an army that'll be dead anyway), but in freestyle (speed) games, this would add another gaming aspect to the game.