Moderator: Cartographers
thanks. and thanks for helpisaiah40 wrote:Much, much better!

will edit this. thanks.koontz1973 wrote:Noticed that your 888s are out of alignment. They centre between the first two numbers (or the colour code and first number). Not really going to make much of a difference but make sure when you do the xml, you centre the numbers inside the boxes.
i think n1 or n2 for brno, n4 for capitals. brno is now not so important because there is more than one railway. with n3, there will be little reason for anyone to conquer brno.Oneyed wrote:the number of neutral troops is question. 3 in Brno, 5 in capitals?
I agreed with Brno, but I am not sure with n4 for capitals. in 4 players game each player will start with 8 regions and here is big chance that he will hold 3 towns in CR or in SR. andif the first player in the first round take capital (6 : 4) he wiould has big advantage...iancanton wrote: i think n1 or n2 for brno, n4 for capitals. brno is now not so important because there is more than one railway. with n3, there will be little reason for anyone to conquer brno.
then Usti n/Labem will be the fifth region which can attack Praha.iancanton wrote: the disconnected railway network looks really strange. let praha connect to usti n labem?
Praha, Bratislava, Brno will be in each game neutral. all other regions will be randomly deployment.iancanton wrote: please list the neutrals and start positions in the first post of this thread.

sounds logic. ok, this is another version of conditional border. this looks better, I think. 4 town will be not so hard to hold and if player could has bonus for towns he needs capital.koontz1973 wrote: Everyone is likely to ignore the capitals in small games anyway and in the larger ones, they will be hard to hold till further in the game and players have the kraj needed for it.
Ask yourself this question - How does this benefit the map? Honestly, from my point of view as a player and not the map maker, it does not add anything to it. It is wasted space for small games and ignored in the large.and in the larger ones, they will be hard to hold till further in the game and players have the kraj needed for it.

now they are inkoontz1973 wrote:Looked in the first post but could not see it, the amount of starting positions for all games, so this is just an assumption on the amount of starting territs you have (34).
the conditional border is out. and I also change bonus for towns from +1 for 3 to +1 for 4.koontz1973 wrote:As you can see, with this amount of starting territs, the condition is already held (or a good chance of it) by one or all players. This sort of negates it as it is. And considering with the size of map, this is going to be the sort of games most played on it, why have it.
- 2/3 player games - 10 territs each
4 player games - 7 territs each
5 player games - 6 territs each
not bad ideakoontz1973 wrote: Add this to Hellenic wars though would add another level of GP to an already good map.
why to have starting positions? these can directly attack capitals. it is very possible that in 2, 3, 4 players games player XY will hold 4 towns in the same republic, so if these 8 regions will be random deployment it is also possible that player XY will hold 2 of these regions. so player XY can in his first turn take capital and hold bonus for towns...nolefan5311 wrote:Do you really want those 8 regions to be starting positions in every game? Not sure I understand the logic behind it, takes out the randomness of the deployment and in fog games it "makes things easier", so to speak.
there are 10 for each player in 2 players game...nolefan5311 wrote: I'm not sure where you got the 16 deployed in 2 player games...2 and 3 player games will always be the same.
I agreed with Brno. the number of neutrals in capitals depends on starting positions. if they will not be there I recomended to have n5 for capitals. if starting positions will be in n4 for capitals would be fine.nolefan5311 wrote: Personally, I would avoid the starting positions. I don't think it makes anything more fair nor do I think it adds anything to the GP. Also, I would follow ian's suggestions and have Brno as n2 or n3 and the two capitals as n4.



There is no such thing as a perfect drop, no matter how you change things up. Even in classic a player drops 3 of the 4 regions in Oceania or SA. Sometimes they drop the whole bonus. It happens. If someone drops 4 towns in one republic, their opponent is likely to hold 4 towns in the other republic, which makes it a wash. Just thinking out loud here, but the map is fine how you have it.Oneyed wrote:why to have starting positions? these can directly attack capitals. it is very possible that in 2, 3, 4 players games player XY will hold 4 towns in the same republic, so if these 8 regions will be random deployment it is also possible that player XY will hold 2 of these regions. so player XY can in his first turn take capital and hold bonus for towns...nolefan5311 wrote:Do you really want those 8 regions to be starting positions in every game? Not sure I understand the logic behind it, takes out the randomness of the deployment and in fog games it "makes things easier", so to speak.
Yes, there are, I wasn't debating that. In a previous post though you mentioned the 16 number, which I don't know how you arrived at.Oneyed wrote:there are 10 for each player in 2 players game...nolefan5311 wrote: I'm not sure where you got the 16 deployed in 2 player games...2 and 3 player games will always be the same.
This is for you to determine (whether or not you want starting positions at all), but 5 on the capitals, even without the starting positions, is going to discourage people taking them anyway. With 10 territories to start and only a 3 drop, it's going to take a couple of turns to even begin thinking about taking even a 4. A 5 is not likely to be touched at all. Since they're the capitals I'd figure you'd want them in play. So 4 is probably your best bet.Oneyed wrote:I agreed with Brno. the number of neutrals in capitals depends on starting positions. if they will not be there I recomended to have n5 for capitals. if starting positions will be in n4 for capitals would be fine.nolefan5311 wrote: Personally, I would avoid the starting positions. I don't think it makes anything more fair nor do I think it adds anything to the GP. Also, I would follow ian's suggestions and have Brno as n2 or n3 and the two capitals as n4.
Oneyed
I know about both things. I did them purposedly to have this look. so if this is graphic problem I will edit this.koontz1973 wrote:Oneyed, some final touch ups from me.
All around the board, the lines you have are going over the colours. but the colours are showing through in places and in others you have two lines joining and again making a darker colour. This is very distracting as now that I see it, it is all I see. Can we get that cleared up?
You are missing colours all around the board where the kraj touch each other. This needs to be tidied up as well.
...but why not to be so close to perfection as is possible?nolefan5311 wrote: There is no such thing as a perfect drop, no matter how you change things up.
the starting positions will helps to have start of game more balanced, so much as is possible. I do not worry about holding any 4 towns in the same republic, I worry about that one player will start with 2 or more regions which could directly attack capital. this will starting positions solve.nolefan5311 wrote: Sometimes they drop the whole bonus. It happens. If someone drops 4 towns in one republic, their opponent is likely to hold 4 towns in the other republic, which makes it a wash. Just thinking out loud here, but the map is fine how you have it.
this is on you guys. I am fine also with n4 for capitals.nolefan5311 wrote: This is for you to determine (whether or not you want starting positions at all), but 5 on the capitals, even without the starting positions, is going to discourage people taking them anyway. With 10 territories to start and only a 3 drop, it's going to take a couple of turns to even begin thinking about taking even a 4. A 5 is not likely to be touched at all. Since they're the capitals I'd figure you'd want them in play. So 4 is probably your best bet.
I think gameplay is finished. just starting positions are question now.nolefan5311 wrote: All of this stuff was looked at prior to the GP stamp being issued so I don't think you have anything to worry about.

the main problem is not holding all regions which attack capitals by one player from the start. the problem is that if one player will hold 4 towns in CR and two regions which attack Praha he has big chance that he take Praha in his first turn and will hold bonus for capital + 4 towns in the CR.koontz1973 wrote: I have not run the odds for any game size, but to me, any percentage of games in which a player could get either all of the 5 or 4 respectively are so small, it may only happen once in ten years.
koontz1973 wrote: So will starting positions make this game better? Right now, the drop as it is, random, I am only going to get 10 in a 2 player game. Thats 10 for me, 10 for you, and 10 neutrals. The chance of either of us getting a drop good enough to be able to clear out an area in the first round to be able to go for the capitals is remote. It becomes even harder in larger games.
iancanton wrote:in 4-player games, each player starts with an average of 5 or 6 towns, which is good. in 2-player games, each player starts with an average of 6 to 8 towns plus 2 to 4 regions, which means the usual town bonus is +1, but +2 is also common.
nolefan5311 wrote:I will post this info just for your review oneyed (this is just 1v1):
Town Bonus +1 for 4 - chances of dropping at least 4 towns is 99.7%. Chances of dropping 8 towns is 31.02%
lets look at this situation: I have Beroun, StČK, Pardubice, Tábor, Ostrava, JMK, Nitra, Trenčín, SSK, Košice. in the first round I deploy 3 on Beroun and attack Praha. if I have lucky I take Praha and have bonus +1. so what for attack your region?koontz1973 wrote: But why go for a capital in the first place. It is a 4 neutral, one more than the others so it is going to be ignored by me as why take a capital when I can attack one of yours. This is going to be the reaction of most players.
no. how you can say this? this sounds teleologic. region near capital is only one of more which player will holds. so your team can not knock out my team so early. my team will have other regions over all map...koontz1973 wrote: It will destroy the large games completely as every player will get one of there 3 near a capital. Team games will be destroyed as in doubles, my team can hit yours and most likely knock you out by the end of round 2.
good apetitekoontz1973 wrote: Hope this makes sense as I had dinner half way through posting this.
This will never happen. No one in small games is going to waste troops on neutrals. It never happens, and the amount that is wasted on taking them makes you weak.Oneyed wrote:the main problem is not holding all regions which attack capitals by one player from the start. the problem is that if one player will hold 4 towns in CR and two regions which attack Praha he has big chance that he take Praha in his first turn and will hold bonus for capital + 4 towns in the CR.
Oneyed
If you or any one got that drop, and another player was not able to counter it, then this game has been going on for ten or more years. The odds of this drop are so small small.lets look at this situation: I have Beroun, StČK, Pardubice, Tábor, Ostrava, JMK, Nitra, Trenčín, SSK, Košice.

and then will be able to attack both capitals from 5 territories. just connect Praha to Plzeň.iancanton wrote: the disconnected railway network looks really strange. let praha connect to usti n labem?