Moderator: Cartographers
Nola_Lifer wrote:One more thing, where are the Forums???
Minister X wrote:Nola_Lifer wrote:One more thing, where are the Forums???
What icon would you use that everyone would associate with a forum? Guy in a toga is the only one I can think of. Which forums would you name, and what would they replace?
Nola_Lifer wrote:Minister X wrote:Nola_Lifer wrote:One more thing, where are the Forums???
What icon would you use that everyone would associate with a forum? Guy in a toga is the only one I can think of. Which forums would you name, and what would they replace?
I'd say the Tomb of Augusta with the Forum Magnum. The Senators look good.
isaiah40 wrote:I still think the title is too big. It detracts from the map. Maybe half the size. At any rate I'm going to sticky this and I'll have one of the FA's move this into the Main Foundry here shortly!
Minister X wrote:mviola: I like the new title, too. Caesar: I'm familiar with the anachronism problem; check out the first map, where I have a note which I later removed to save space, that read: "Locations are not historically precise; they’re close. ... Features date from between 400 BC and 330 AD." My purpose was twofold: to not mislead anyone about what was where when, and to avoid the very criticism/comment you just made. There are not enough features dating to 49 BC (when Caesar crossed the Rubicon) to populate the map - I have to use several centuries worth unless I just want to invent things. And I know you don't want me to remove all mention of Caesar, so we're sort of stuck, y'know. Or have you an idea on how to get around this?
Gillipig wrote:You get a bonus for the gates and they're marked with a red text but I thought adding a red text to them only confuses. When I read that I immediately thought the bonus gates where those that had a red bridge on them.
Also what does Gate of the She-Ass mean ?
MarshalNey wrote:The overall gameplay, clarity and concept for this attractive map seem sound.
My only real concern is the likelihood of a player dropping a bonus. I truly appreciate your 1st post descriptions (the Designer's Notes are particularly helpful), however could you be so kind as to add which places might have neutrals, if any, and how strong? Also list the number of regions that each player will recieve in different size games (e.g., 25 regions per player in 2p or 3p games).
Once I know the starting setup, things should go fairly quickly in balancing the drop; it shouldn't require any major change to the gameplay elements.
-- Marshal Ney
TaCktiX wrote:I'm going to go on a different tack (no pun intended, I swear!): clarity needs some work.
- The introduction paragraph just says "blah" to me. Perhaps instead of the current wording, the following:
"The emperor lies dead in the forum. Civil war is erupting across the city. Control of the gates are vital to controlling the rampant mob. Will you fall become the next Caesar? Or will you fall as another bloody corpse?"
Lots of graphical words to really evoke some emotion in there. Likely need some tweaking myself, but hey, spur of the moment, yes?
- What's the point of the Note: Main Gates are also gates? There are no words on the map otherwise that use the words "Main Gates", only a bigger gate symbol being used in a purely image context.
- Why the use of Plus-Four? You used +4 at the top right of the map for the other bonuses, so the change is A: inconsistent, and B: confusing, as not a single map on CC uses spelled-out bonuses like that (watch someone find an example where I'm wrong and forgot ). Furthermore, with all that spelling-out the description comes off as extremely unwieldy.
- Finally, the center of the map looks REALLY plain. I realize this is a pot calling the kettle black moment (what are 90% of the feedback comments on R&C dealing with? The plain terrain), but see if you can spruce it up from the drab black/white something blob.
Minister X wrote:Frankly, I think that starting with only a handful of terts is less of an evil than players starting with bonuses. I'm going to make all bonus terts start neutral - twos and threes as mentioned above. Then there is ZERO chance of dropping onto a bonus, and that's perfect. New map to be posted shortly.
Minister X wrote:Drops if there are 33 terts:
2 players: 16 each
3 players: 11 each
4 players: 8 each
5 players: 6 each
6 players: 5 each
7 players: 4 each
8 players: 4 each
...
Drops if there are 48 terts:
2 players: 16 each
3 players: 11 each
4 players: 8 each
5 players: 6 each
6 players: 5 each
7 players: 4 each
8 players: 4 each
Minister X wrote:I ask whether in fact I have to do any statistics since now there is ZERO chance of any bonus on the drop? [Besides, I downloaded the spreadsheet and find that it does not work for this map - not even close]
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