All jump gates start neutral. Not only does it mean no disadvantages out of the gate for any player (unless they dumb luck into a sub-region bonus) it also makes the remaining territories evenly devisable by 6, 5, 4, 3, and 2 players.
Iāve gotten the following comments.
Keredrex wrote:ā¦the Jump Gate bonuses are a bit high. Try this
1=-1, 2=1, 3=-2, 4=2, 5=-3, 6=3, 7=4
They were crazy high before I got this suggestion. After which i switched them to what they are now, which is very similar to thus except the +'s and -'s are swapped for the first 6.
Bean_ wrote:I think the minuses on the jump gates are too bigā¦snip snip snipā¦.Maybe something like -1,0,-1,-1,-2,-1,0ā¦.
Thatās not too bad. I could live with that.
Keredrex wrote: what about no bonus for Jump Gates.
Keredrex wrote:... one all encompassing bonus.
Keredrex wrote:leave it alone and but a negative bonus somewhere on every other territory
Seems like a good strategy would be to take them as fast as possible, only to be stopped by everyone else with the same idea.Bad Speler wrote:My opinion for the Jump Gates are just having each jumpgate worth 1.
That translates to 1=1; 2=-1; 3=2; 4=-1; 5=3; 6=-1; 7=4 . I can get behind that. It provides a nice bonus and a disincentive to just horde jump gates.Night Strike wrote:...keep the ascending positives, but change the negatives all to -1. This would provide an incentive to fort the JumpGates and the effects wouldn't be as bad (similar to having the single irradiated territory within a continent bonus on Apocalypse).
EDIT 2007-07-05 (version 0.

Any other suggestions? Iām looking for an actual list of numbers and actual arguments and examples. ātoo highā or āto weirdā doesnāt help me.
NOTE: THIS POST ACTS AS A SUB-THREAD. I UPDATE THIS POST WITH YOUR RESPONSES.