Moderator: Cartographers
Well, in reality, an army is kind of lost without a commander right? So that should work pretty well here.Industrial Helix wrote:Isaiah - Can do. Though some of the cities start as a 1 to induce players to go for their regions and score a quick bonus.
ED - 19 land territories... that should even out the 7-8 player games. But it would give the M-26-7 players an advantage in 1-6 player games right? I think there was a trigger MarshalNey came up with to avoid this problem in Russian Revolution and that was to make it so one needed a commander AND the HQ (x boxes) to gain any sort of bonus. What if we did that here? Would that be an acceptable solution to the problem?
Ouch - I was loving the gameplay with Commanders and Support - there's only one other map with gameplay anything like that on here.Industrial Helix wrote:You know, given the size of the map, I think I would be alright with the map being a conquer style map.
Remove the class support and use the Commanders as the starting positions. Hell... I might even be able to pull the commander chart and really free up the map... thoughts?
Its worth investigating, at least. I am certainly not ready to drop your fabulous idea, but your idea seems like justification for exploring a draft, if you are okay with the possibility of it being unpopular.Industrial Helix wrote:You know, given the size of the map, I think I would be alright with the map being a conquer style map.
Remove the class support and use the Commanders as the starting positions. Hell... I might even be able to pull the commander chart and really free up the map... thoughts?
Sort of not.Industrial Helix wrote:From what I understand, the XML will also allow me to make it so that in two player games, one will be all 4 M-27-7 commanders and the player 2 will be all the Rep. de Cuba Commanders... adding to the war like situation.

you have 15 territories as starting points now (except commanders). how can you sort them?Industrial Helix wrote:I'm wondering if it will work if the Rep. de Cuba commanders don't have a second territory.
lolIndustrial Helix wrote:Crap, i uploaded the wrong file.
but this is unbalanced.Industrial Helix wrote:Everything in the latest version is what I intend. The island runs all neutrals and the commanders start at 8.... m-26-7 commanders also have an extra region that is adjacent to their army region, making it so that they must only conquer 1 territory to gain a bonus, just like the Rep. de Cuba commanders.
but town gives autodeploy +1 to both Comms. when you do +1 for two towns with Rep. Comm. there will be only 4 bonuses. for two regions with M 26 7 Comm. there are 9 bonuses.Industrial Helix wrote:Well, wait... If its +1 for each two territories and a M. commander and +1 for every city, then doesn't the Rep. Commander have to attack only one place to get a bonus of +1 and the M commander attack two territories to get +1? Not to mention, the cities already carry an autodeploy of +1. That arrangement strikes me as very favorable to the Rep commanders.
