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September 27th, 2007, 02:08 AM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: New Map: Infinite Sands - Multiplayer Wraparou
I'm liking the map a lot.
Few thoughts: Seems that getting 4 sites at 75% site frequency isn't difficult, and with only 8 players with so many provinces it equates to a ton of gems. Playing an astral race, accumulated about 500 astral gems then just let loose with ashaic (spell i rarely use), usually 3-4 sites per province. Anything less was a rarity.
Have you thought about taking about a third of the provinces out (possibly down to like 35/player)? With so little reward per province it seems like you'd need em but having so many kind of defeats the purpose by still allowing moderate incomes. Or put in about 100 more mountains/chokepoints. Would change the map drastically though.
Possibly add 8 smaller farms/forests/grasslands between the positions. Gives an additional direction to shoot for and possible border castle.
I'm playing a blood nation, so it actually works out pretty well - lots of provinces where losing the 17g income isn't a big deal. Its not optimal, but I don't feel like i'm shutting down a gold producer to get slaves.
Possibly make the middle a bit more appealing, either a few special provinces/sites or increase the pops about 30% (most are 6k-8k it seems). Maybe even make the inner ring 15-20k pop provinces.
I ran my bigger game at 125 supply, plus I have 3 growth so I havne't run into many supply issues. AI seems to be doing ok with moderate sized armies or huge armies of undead. Could be that they're all dying before they get to me, but I border about 4 positions so unsure.
Would it work to make the starting green areas even higher pop? say 40k? Give death scales a bit more time and everyone slightly higher starting incomes.
Having fun so far, will let you know if anything else comes to mind.
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September 27th, 2007, 02:15 AM
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Sergeant
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Join Date: Aug 2007
Posts: 379
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Re: New Map: Infinite Sands - Multiplayer Wraparou
Wait... 75% site frequency? I really didnt mean to do that. It's supposed to be the basic site frequency. Is that something you did, or did I turn that up somehow? If so, I'll change it. Thanks for letting me know.
Thanks for all the other comments. I appreciate your feedback, and am up for changing this map if people prefer a different way, and it will help me make better ones in the future.
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September 27th, 2007, 03:08 AM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Thanked 1 Time in 1 Post
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Re: New Map: Infinite Sands - Multiplayer Wraparou
its a setting when creating the game, I always do 75 cuz I like lots of magic... with so many wastelands its kind of unreal though. With no globals up i'm making large amounts of gems/turn. I'm probably at mid game, haven't been in a war yet (for some reason the usual AI tendency to attack the player didn't work, they're all fighting each other), and I'm making almost 40 of each per turn. (48 astral and 26 nature are the extremes).
Bit out of the normal though, I blew tons of gems on ashaic record which is uncommon, I'm near the top of the province charts, and I've fully searched every single one of my provinces.
As the map maker, the only thing you'd probably want to do is recommend a 50% or lower site frequency at game creation. 75% is nuts.
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October 6th, 2007, 01:10 PM
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Sergeant
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Join Date: Aug 2007
Posts: 379
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Re: New Map: Infinite Sands - Multiplayer Wraparou
any other comments? I only see 20 downloads... but the attachment is sort of far down the thread. Maybe I'll try to fix that this evening when I'm with my files.
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October 6th, 2007, 01:48 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Thanked 1 Time in 1 Post
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Re: New Map: Infinite Sands - Multiplayer Wraparou
Like I said, I like this map. It might be worth it to even take it a step further and see what level of game creation supply % is needed to make it absolutely brutal to cross the wastelands. Right now it still seems worth it to conquer everything, wondering if it could be made NOT worth it.
I'm wondering if its possible to map code specific domain into a province, make all wasteland misfortune, death, unlucky, heat, drain at dom 10 until taken over by a players dom. Start with supply 50, resources 50, gold 125 or something at game creation. Heavy magery, small elite armies.
OTOH, other thoughts:
Have a lush middle like you have, possibly 8-12 provinces
Have each capital be surrounded by useful territories, so capital and maybe 3 other mid-pop/income territories.
Have "pathways", i.e. useful (mid-high pop/income) provinces towards the middle and towards the closest neighbors.
So, with 8 players we'd be looking at (4(near capital)x8)+12 (center) + 14?(2 between each neighbor) for 58 total "good" provinces" out of the total. How many total? like 225 or something? Might actually be too many, hmm.
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