Creator: Kantbei || First Published: 09/14/2022 || Players: 2 || Size: 22x24
Categories: A-Rank, Fog of War
Rating: 0 in 0 ratings
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Comments:
Rock Golem (09/15/2022 01:11am):
Oh I get it, you have to choose. comm tower or 3k income. I wonder which is better.
Kantbei (09/15/2022 08:43am):
Assymetry intoduced to the pipe cities in order to manipulate income curve into the "half ahead" rule
Kantbei (09/17/2022 07:27am):
Map maker's analysis:
https://docs.google.com/document/d/1HKSP8w0yToxILFkldWw2rH0ahRJAz7SC5iMrhZtubF
0/edit#heading=h.hhpr4ijkw5kc
Kantbei (10/14/2024 11:05pm):
One of the largest problems with the map’s gimmick is how to balance the income curve of both players in a case where both players choose to mirror the option to take additional cities, as well as in cases where both choose to mirror the comm tower option.

It is a basic premise of income balancing that a player must be “a turn ahead on one side, and behind on the other”, and while Landers Laugh Last generally does adhere to this rule when excluding the river cities (within acceptable margins of error such as to not seriously skew results), introducing the river cities presents problems to balancing. There is no way to have the cities laid out symmetrically that does not heavily skew the balance towards one player, as any symmetrical layout necessarily results in one player being ahead on four additional cities.

This map has taken two approaches in order to mitigate this problem.

First, the income from the additional cities comes at a delayed timing (Arriving at Days 10, 13, 19, and 21 for P1, and Days 10, 12, 18, and 21 for P2) such as to not affect the crucial vehicle order balance at the beginning of the game (See Income Curve and Vehicle Order). As games progress towards the mid to late game, additional income, while still relevant, has less game-breaking impacts.

Secondly, the cities use an asymmetrical layout such that this “third front” is balanced within itself. P1 and P2 are both exactly 1 turn ahead of the other on this front on two cities, and 1 turn behind on two cities.

While still relatively untested, it is my belief that this method of purposeful asymmetry can be used in future competitive maps in order to balance a single front.
ViridisViperz (02/27/2025 11:40pm):
I love AWBW balance theory. I'm glad to see more people finding new ways to approach turn-balance.
There should be a "theory crafting" portion to this website. I want to see more open discussion and excel spreadsheets proving
or disproving hypothesis. I don't think the Discord is organized enough to accomplish this.




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