Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!
We should simplify the initial fort system. I remember that we waited quite a while for all players to submit their fort locations. With this small map, no forts will be constructed. Is it possible to start the game with say 2000 extra gold that can be used for fort construction? Then we can set the initial forced NAP to the first 5 or 6 turns.
If it's not possible to give extra initial gold, then maybe a similar thing can be done by putting gold settings up to the highest.
Regarding the spells, we can just lower the level of spells that are included. It's natural for players to try to weaken other nations and strengthen their own nation by taking out certain spells. We can just lower the available spells to level 5 or even 4, rather than have long negotiations on which level 6 spell is overpowered. Hopefully, this fixes the problem with blood spells too.
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