I also agree with TaCktiX, this really just needs to make it to beta already, because we never know.carlpgoodrich wrote:Hummmm. At first I wasn't so sure about this since there are still a few point I disagree with. But as it is right now, this map is playable, so lets just get it to beta. Like TaCktiX said, its not perfect but there are no obvious flaws and we are probably doing more harm than good. Lets just focus on legibility and clarity.TaCktiX says Gameplay done
TaCktiX wrote:Alrighty, my sum-up time:
- TSFs bombarding and a +6/45, sounds good and done.
- Continent bonuses by any name: none, period, done. I made the "continents" as an understanding / simplicity device so that people can quickly and easily tell area of the map without me needing to draw up some crazy grid. And if I'm not mistaken, we were on the same tangent 8 or so pages ago and it was decided that there was too much overlap with a continent-based bonus and SC/OC, the only difference being the ease of break. Then we agreed "well, no continent bonuses, just doesn't work for it." Nothing has honestly changed since then. Furthermore, I kind've like the fact that there is only one continent bonus on the map: homelands. The rest acts organically based off of single territory or build-a-bonus methods, and it works quite well for the map in my opinion. R&C is a total break from the way every other CC map has been, there's no need to stick continents into the map at all.
- I like Propaganda as is (+2 per capital held). It acts both as a quickie bonus for yourself (since you have at least one capital), as well as an incentive to eliminate people. Taking a homeland is a waste of armies against dead neutrals, and there is no way to balance that whatsoever without making whichever researches DIDN'T counterbalance it worth crap. That last bit has been noted by yourself, Tanarri. It's more hassle than it's worth.
- National Pride I'll adjust to +6/20 (I like the even numbers, what can I say?). Homeland bonus likewise will go up to +6 for holding all.
- No more researches. Suggest it for another map on this concept (which will inevitably be worked on, no worries there). Your head will remain attached to your body if you don't bother me about it again.
- Doomsday has no prerequisite. With the change to TSF, I've modified the text on the map to allow Labs to attack it. As thematic as having Zeppelin Strikes be a prerequisite it ignores my original reasoning from a few pages back: I want the ultimate tech to be a viable option to everyone regardless of any other research they went for. That way it can serve as a natural extension of an effective Mining takeover, or as a last-ditch maneuver against someone who's got too much of the map under Open Conscription. Giving it a prerequisite, even if it creates a corresponding drop in its neutral value, nulls that versatility. 200 neutral alone is sufficient reason not to just pump armies at it while you can be gaining more elsewhere.
- SC and OC descriptions have been edited to be identical to what they actually do. The reason why not +1 per 2 was because Oliver has to hand-code each possible SC and OC continent, with only so many overrides possible. Doing it at that lower level makes the XML bloat crazy fast. As it is, there are 30,970 lines of XML just to make all the continents that make SC and OC run. For reference, the unoptimized version of Conquer Man was 14294 lines long, and we all know how that made BOB go nuts on slower computers.
Oliver, your list of To Do is a bit too...open considering the stage of development we're in. If it's not been under heavy debate recently, it's as good as done. So looking at your To Do:
- Starting Neutral Armies has always been what it has been and there's been no discussion. In any case, it'll likely get revised in beta anyway so there's no point "fixing it" now when that's extra effort.
- Deep Mining has had a total pass by our two gentlemen here, done. Fix in beta if required.
- National Pride and Propaganda: see above.
- Starting Armies for players: 3 and always has been. No discussion, no problem. Fix in beta if required.
To all, here's my general thoughts and why I'm bashing the hammer down so hard:
Anything and everything is very likely to change when this thing hits Beta. No matter how informed our opinions, how considered our mental runthroughs of possibilities, things will slip through. Only playtesting is going to balance this map. As far as we know, we're doing more harm than good by spending page after page arguing nuances that might not even come into play.
So I only have two requirements for anything on the map at this point:
- Understandable
- Internally consistent
The turn cost metric for researches has been very consistent, with a few considerations made for cases where that doesn't directly apply (which I might remind all but Propaganda is no longer being discussed). The neutral metric I applied to the map is very consistent as well: 5 neutral for the first non-homeland regions, 3 for seconds, then decreasing to one further and further out. Mines raise the neutral of any region by 1. To wrap up, for all but Beta-Testing Purposes, this map's gameplay is DONE.
As far as I'm concerned, everything in TaCktiX's last post can be made final.
That being said, there are two points that I'd like to bring up quickly, since they're based on previous discussion that I thought was agreed upon at the time and never made it to the current list. I'll keep my mouth shut on these after this unless someone specifically invites my further opinion by name. I just want to make sure they're not overlooked as I feel they're significantly enough askew to warrant at least a brief mention....
TSF neutral value -- I don't know where +6/45 came from. The neutral on this seems way out of whack. The suggestion that was being made was either +6/25-30 or +8/45. IMO either one of these would be fine for beta, but as is TSF is a 7.5 turn cost after getting its abilities cut back to bombard only, which seems seriously out of whack. I'd be more inclined to go with +6/30, but anything close to turn cost 5, plus or minus 1 would be fine.
Mining -- I know I haven't mentioned anything yet, but I've been waiting patiently for this one to come up. When we first came up with Zeppelins bombarding mines we had decided to give the mining bonus an effective +1 extra guy per mine to compensate for this. I really think that this needs to be fixed. I'd personally like to see the Mining tech cost a little less so it can be more viable earlier on, but for the time being I think that simply adjusting it to +2 per mine for basic mining would work fine.
If everyone just wants to get this thing to beta already and not worry about these until then, then that's alright. I just thought these two points were possibly overlooked and were fairly out of whack as they were.





