Creator: Boris-Of-Red-Sun || First Published: 10/29/2016 || Players: 6 || Size: 15x15
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| Comments: |
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Boris-Of-Red-Sun (10/29/2016 09:10am):
Before you guys can comment on anything, here are some notes: 1. FTA: It's kinda hard to tell whether I distributed it, but it looks fine (and colorful) in my eyes. 2. Title: Elements have strengths and weaknesses; so why not create a map about that. You can judge if my cycle is wrong, but this is as far as I can go with the cycle: Blaze -> Fire, Fire -> Ice, Ice -> Desert, Desert -> Lightning, Lightning ->Sky, and Sky -> Blaze. 3.It's just a test run. Don't expect that I'm a good map maker; this is all for testing and just for fun (if you get me in here). 4. Again, suggestions are good. All of it; map design and how the cycle works, I would appreciate it. |
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Tmi489 (10/29/2016 12:50pm | Edited: 10/29/2016 12:52pm):
FTA is fixed by having going before and after 1 person each. An infantry makes you go after. To prevent FTA as well, don't include properties in the middle. Also, unown all cities, and don't include as many roads at one time since recons getting to an opponent's base also causes FTA. AB gets an infantry in the base next to RF. RF is good. CI gets an infantry in the right base. BD is good. PL gets an infantry to it's above base. GS is good. P.S: What does an "elemental army" mean? |
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Boris-Of-Red-Sun (10/30/2016 02:02am):
Here it is; I modified it now. And to answer your P.S., Elemental armies include Amber Blaze (Fire or Light), Red Fire, Cobalt Ice, Purple Lightning, Brown Desert, and Grey Sky (Air); like those in Pokemon or any other game that has elements like Fire, Water... y'know the drill. It's designed to those armies and I tend to make a weakness chart about it. (See above for how the cycle goes.) |
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Tmi489 (10/30/2016 11:57am):
In your game, it said that each country needed to fit it's elemental army. I wondered what that was. |
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