The Island Name labels should be closer to their represented Island, it's a little confusing to see which is which, even if just for gameplay reference.
This was also asked by PsymonStark in Post #19, Selphine Island, is it part of orange, red, a different bonus region or a neutral region. The island has a different colour and appears to me to be a different region, but is still similar to orange?
Also your map currently has 36 territories and offers an advantage to the first player to act (see spoiler if for explanation).
Before you progress with anymore time consuming graphics, it might be worth running a few scenarios of game play through your mind as you look at your map. As you state, it is designed for 3p Cap's. Therefore, very similar in concept to Caribbean, which is I think the only map at D12 that allows 3 Capitals to all have troops off their Capital and still be defended. This is due to only 1 entry point to all 3 Caps and single channel territories en route to most of the cap's. Is this a concept you wish to achieve, or do you have a different idea in mind?
You could greatly reduce the number of territories, which as I mentioned is currently 36 and allows a disadvantage for 1 or 2 players who aren't first to act, as it gives all players 12 territories each and a 4 reinforcement at the start, but all the first player has to do is take a territory from each of the other 2 players next to his cap for example and they will only get a 3 reinforcement and at the start, that 1 extra troop actually makes a big difference. If you reduce the territories by at least 1 that advantage no longer exists as they will each have 11 regions to start and will all be at the minimum 3 reinforcements.
If you reduced the amount of territories substantially and made the Cap Regions about 4 or 5 territories, the initial battle will be for the bonus (same as Caribbean, but a little harder to get) and if you made the central island region into smaller regions with bonuses and multiple connections, but kept the Cap regions as single entry points, the game play could be very dynamic in the central islands where each player would undoubtedly move their main Cap troops to the furthest defendable single territory, which could have 2 to 3 points of attack. This would help to reduce the Stalemate factor that we get with Caribbean.
So perhaps look at that as an option and come up with a central map layout that doesn't allow any one player to block another player for cards and is also not going to be a never ending battle for attack routes.
The Island Name labels should be closer to their represented Island, it's a little confusing to see which is which, even if just for gameplay reference.
This was also asked by PsymonStark in Post #19, Selphine Island, is it part of orange, red, a different bonus region or a neutral region. The island has a different colour and appears to me to be a different region, but is still similar to orange?
Also your map currently has 36 territories and offers an advantage to the first player to act (see spoiler if for explanation).
Before you progress with anymore time consuming graphics, it might be worth running a few scenarios of game play through your mind as you look at your map. As you state, it is designed for 3p Cap's. Therefore, very similar in concept to Caribbean, which is I think the only map at D12 that allows 3 Capitals to all have troops off their Capital and still be defended. This is due to only 1 entry point to all 3 Caps and single channel territories en route to most of the cap's. Is this a concept you wish to achieve, or do you have a different idea in mind?
[spoiler=If so...]
You could greatly reduce the number of territories, which as I mentioned is currently 36 and allows a disadvantage for 1 or 2 players who aren't first to act, as it gives all players 12 territories each and a 4 reinforcement at the start, but all the first player has to do is take a territory from each of the other 2 players next to his cap for example and they will only get a 3 reinforcement and at the start, that 1 extra troop actually makes a big difference. If you reduce the territories by at least 1 that advantage no longer exists as they will each have 11 regions to start and will all be at the minimum 3 reinforcements.
If you reduced the amount of territories substantially and made the Cap Regions about 4 or 5 territories, the initial battle will be for the bonus (same as Caribbean, but a little harder to get) and if you made the central island region into smaller regions with bonuses and multiple connections, but kept the Cap regions as single entry points, the game play could be very dynamic in the central islands where each player would undoubtedly move their main Cap troops to the furthest defendable single territory, which could have 2 to 3 points of attack. This would help to reduce the Stalemate factor that we get with Caribbean.
So perhaps look at that as an option and come up with a central map layout that doesn't allow any one player to block another player for cards and is also not going to be a never ending battle for attack routes.[/spoiler]
Hyd yn oed er fy mod Cymraeg , dim ond yn siarad Saesneg, felly yr wyf yn gobeithio y bydd y cyfieithu yn gywir.