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Diplomaticcorp Discussion Forum:  Variants

(Discuss your favorite Diplomacy variants, new concepts, and technical challenges.)


Post:< 18944 >
Subject:< Haven map change >
Topic:< Variants >
Category:General >
Author:laxrulz777
Posted:Jan 07, 2011 at 10:41 am
Viewed:1856 times

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What I see as the two changes needed (note, this is slightly from a Barbarian point of view but I think I'm being appropriately "neutral"Wink

I would make two slight tweaks to the map

1) The Barbarians biggest problem is that they are essentially FORCED to telegraph their moves. Every move out of their starting centers is unambiguous and it greatly reduces their ability to engage in diplomacy. While this may be flavorful, it is greatly exaggerated and not really in keeping with the spirit of the game. To this end, I would "massage" Eridu somewhat (possibly removing it altogether). Pendarin woods or Andarien Plains should be made to touch Gwynir (possibly both?). That gives the Barbarians some room for options and negotiations.

2) I think natural relations between the Fairies and their neighbors are too friendly. The Fairies have a very, very good chance of getting three builds (it would really take a concerted Knight/Rogue effort to keep them even to 1 build... and that's only doable if the Rogue sacrifices any hope of two builds by being willing to bounce in Gurgi and Dimmsdale). I considered the possibility of making Grimheim touch Gurgi. But this seems too god. A better choice might just be to make Daisy Meadows an SC. Something to create some friction between the two would be nice. Currently, only Dimmsdale does this but it's removed from both Fairy and Rogue home SCs so it's of limited use in that regard. The other possibility is to stretch WMO to touch Dimmsdale and switch Julianthes and Dimmsdale making Dimmsdale an Eternal Build Center. This would draw both the Dwarves and the Nomads in (This has the added benefit of making churning Rock not adjacent to two eternal build centers. This might make the Fairies TOO weak, however.

This message is in reply to post 18936:

I'm playing in the newest Haven game (go Barbarians!). The Icereach to Devil's Canyon link strikes me as a really basic stalemate line. One unit holds it easily. It ends up having a weird dynamic where the Knights are trying to ally with whoever DOESN'T hold Devil's Canyon and whoever holds Devil's Canyon is trying to ally with the Barbarians/Centaurs. So it kind of encourages a 2v2 type arrangement... Not necessarily a good or bad thing but something to think about.

If you REALLY wanted to encourage that interaction, you could make Icereach and Devil's Canyon the same zone (taking it from simple stalemate line to nearly undefendable.

The other ideas are interesting, but if you do that, it's probably time to clean up the map a little. It's already a bit confusing and adding some sort of north south wrapping along with location specific links might make some peoples heads pop. I think it would be a bit more interesting if the location links were NOT SCs... creating a strategic item to fight over that isn't an SC would be an interesting dynamic.

Also, mages can double convoy (SAB->WSS->ESS-KEE). Also unlikely but technically possible (and probably slightly more likely then the mage and undead player collaborating in Y1.

There are 6 Messages in this Thread:


Haven map change (FuzzyLogic) Jan 11, 01:28 pm

Haven map change (Krazick) Dec 31, 07:34 am

Haven map change (laxrulz777) Jan 06, 03:22 pm

Haven map change (laxrulz777) Jan 06, 03:22 pm

Haven map change (laxrulz777) Jan 07, 10:41 am

Haven map change (orathaic) Jan 15, 09:50 pm

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