This seems to be taking a lot more than Swirlmount 1, I wonder if we have back and forths in the time zones?
southern: OOC: Incidentally, the reason the first town starts under player ownership now is for the sake of people who download the map at heavengames and want to play with AI.
I've noticed a few odd bits:
Surface:
- some undefended structures in the lizard starting area, some more in the lizard/orc south. Missed?
- one of the above is a node, in the lizards' start, I think you gave one to all players but this one can be reached at turn 2-3 as opposed to 5-7
- dungeons so close to the start entice risk-taking too much IMHO - it feels like a necessity as you'd have to commit resources far from the action to explore it later on
Caves:
- undefended drow town at 55:70 but I guess this is intended as it blocks the "free node"
- more teleporters go from south to north than reverse, but there are also a way for the orcs to attack the goblin ( a TP) and for the azrac/lizards the dwarves (harder - the two caves could be accessed by flyers, mountain walkers, or using lower terrain) so I guess this is intended?
Deep:
- different timing in reaching the deep, goblins and dwarves are faster but they need to commit the hero because of no cavalry: intended I guess as their first prisoner is also relatively farther
- goblin deep city undefended
- goblins and orcs need to buy the city before reaching mana nodes, the others can bypass it
- the new giveaway is crazy lol. Flyers can snatch it easily, intended I guess.
I volunteer to fix any of these that aren't intended. I also propose, if everyone agrees, to swap around the order so that we're in TZ order, if my feeling about timing is right, and restart. I mean swap the players within the map so that we keep the same choice.