I wasn't the only one who had a hand in designing the game. Remember I put out that game concept thread for advice, and I got a lot of help from QM, namad, and I think atul and some others on IRC. My initial version was much more complicated and problematic than the one you guys are playing.
My initial map concept was indeed a grid with overlords lined up and normals on all sides. Unfortunately I couldn't do that with the map you guys are playing on in any way shape or form, as it was hard even finding proper space to put overlords in. TC did have a pretty bad position, I feel bad about man's though, that island above TC could not have been an exciting place to live. In retrospect I should have at least given that island another land connection, hopefully one that did not head straight to TC territories.
Thanks for all your suggestions, I will keep these for later.
Quote:
I think packing the bonus gem sites in the Overlords forts would have been better than spreading them out as was done. It does make the Overlords core lands very inviting if they are looking in any way vulnerable. The actual forts are hard to take out - you can't just grab one, put up your dominion and enjoy the gem income - as you can with this set up.
|
I actually like having the Overlords gem incomes vulnerable, although not quite that vulnerable. If there's no reason to take an overlord's lands unless you're taking a fort, that really lowers a lot of the incentive of attacking one. I may consider adding some sort of rule to allow overlords to protect their starting territories more easily, but I don't think I'll be hiding gem incomes from raiding.