isaiah40 wrote:This should work for here!
wonderful

m=0
Moderator: Cartographers
isaiah40 wrote:This should work for here!


 DiM
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		DiM wrote:isaiah40 wrote:This should work for here!
wonderful

 zimmah
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		zimmah wrote:DiM wrote:isaiah40 wrote:This should work for here!
wonderful
are you going to make a map out of a stamp now?


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		isaiah40 wrote:[MOVED] per request.
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 thenobodies80
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 AndyDufresne
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			AndyDufresne wrote:In the legend, I'd consider changing >>> to actual arrows -->, just so that people don't start thinking about greater or less than signs, and try to apply that sort of reasoning to how bombardments work.
--Andy


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 Victor Sullivan
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 Victor Sullivan
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			Victor Sullivan wrote:I think the losing conditions are important to have. What kind of winning condition did you have in mind?
-Sully
DiM wrote:a losing condition that you must hold at least 1 knight/warlock to survive.
and i'm thinking a good winning condition would be to unite all knights or unite all warlocks.

 DiM
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		DiM wrote:Victor Sullivan wrote:I think the losing conditions are important to have. What kind of winning condition did you have in mind?
-SullyDiM wrote:a losing condition that you must hold at least 1 knight/warlock to survive.
and i'm thinking a good winning condition would be to unite all knights or unite all warlocks.

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			Victor Sullivan wrote:To clarify, are the villages the circles with no symbol or all circles?
-Sully

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 natty dread
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		DiM wrote:ok, i'll add just the losing condition.

 AndyDufresne
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 lostatlimbo
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		lostatlimbo wrote:You've got some very nice textures in this map.
lostatlimbo wrote:Judging by your losing condition, I presume that each player starts off with a Knight or a Warlock?
I am also assuming that all Ports connect (the legend doesn't mention this, but it must be so). It seems that it would be very easy to take out someone's Knight or Warlock on the first or second turn with good dice, which forces the losing condition. Am I reading this correctly? Perhaps the ports start at a higher neutral? But then it would make some of the Outlaws inaccessible/unusable.
lostatlimbo wrote:I think it would really help to see some neutrals on the map at this stage, to help with understanding the gameplay nuances.
lostatlimbo wrote:In what context does "connected to" refer in regards to the Farm/Mine/Lumber bonuses? Is it how many are chained together? How many are in the same colored region? Does the Farm/Mine/Lumber village itself count? (for example, I have Lo, Rinat, and Didy. Do I get +2 or +3 bonus?).
lostatlimbo wrote:With such a harsh penalty on the Assassins/Clerics the Flying Monkeys & Griffins seem almost useless. No one will want to keep their troops on an Assassin/Cleric village, so bombarding them will be unnecessary. With a negative 2 bonus, I would want my opponent to keep their Assassin/Cleric. Perhaps you could give those another target? Such as Capitals or Nobles?
lostatlimbo wrote:Whatever bombardment change you end up with, I think it would help a bit to have the icons laid out in a way that represents this better. For example, first row, Griffin > Assassin > Knight and a note saying arrows bombard. This would A) give you more room to explain some things and B) simplify the learning curve a little. Its easier for some to see it visually rather than read and reference relations separately.
lostatlimbo wrote:Lastly, have you considered using Dragons instead of Flying Monkeys?

 DiM
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