1 |
This
criterion
runs
against
expansion
being
not
entirely
predictable.
While
i
agree
with
the
overall
sentiment
-
there
should
be
vast
tracts
of
territory
which
are
not
directly
economic,
i
find
this
version
is
a
bit
too
strict.
|
1 |
This
criterion
runs
against
expansion
being
not
entirely
predictable.
While
i
agree
with
the
overall
sentiment
-
there
should
be
vast
tracts
of
territory
which
are
not
directly
economic
-
i
find
this
version
is
a
bit
too
strict.
|
2 |
\n
|
2 |
\n
|
3 |
For example: if all the map has are four hotspots, two of which are starting positions of the players, you know where the other guy is going to expand to, so naked expansion cannot happen at all.
|
3 |
For example: if all the map has are four hotspots, two of which are starting positions of the players, you know where the other guy is going to expand to, so naked expansion cannot happen at all.
|
4 |
\n
|
4 |
\n
|
5 |
If the map has just a bit more hotspots - say, three hotspots and one starting area per player - well, that's Ravaged which is "uniform spread of clusters".
|
5 |
If the map has just a bit more hotspots - say, three hotspots and one starting area per player - well, that's Ravaged which is "uniform spread of clusters".
|