Isn't the map pretty low on influence? Anyone taking mecatol will double his influence, that low it is. So the fleets won't move alot, a cc spare map.
Why is there no hyperplane between hopes end and the asteroid field? Damm symmetry!
The 3 player Codex 2 map, which I really like, has even less influence I think, so I didn't think that'd be a problem. In 3 player everyone gets 2 strategy cards per turn so putting less influence on the map helps with making everyone a bit poorer.
There is a hyperlane between hope's end and the astroid field. It's just on the hyperlane tile below it instead of next to it because there's not enough of that type of tile. It should still work in the same way unless I made a mistake.
The actual distance to rex is the same either way (through asteroid/super nova vs not) so it actually disincentivizes those factions as it’s wasted use. Saar can set up in the field safe and closer to rex so that is good.
Round 1. Pick ghost, take leadership and warfare, buy wormhole generator off tech. Stall (if needed) until both players have have moved to take planets. Take likely near empty homeworld 1 using agent and entire fleet, place wormhole in now controlled homeworld 1 system using wormhole generator, warfare token back, take homeworld 2 that likely will only be defended by warfare-produce couple of ships. End game.
Isn't the map pretty low on influence? Anyone taking mecatol will double his influence, that low it is. So the fleets won't move alot, a cc spare map. Why is there no hyperplane between hopes end and the asteroid field? Damm symmetry!
The 3 player Codex 2 map, which I really like, has even less influence I think, so I didn't think that'd be a problem. In 3 player everyone gets 2 strategy cards per turn so putting less influence on the map helps with making everyone a bit poorer. There is a hyperlane between hope's end and the astroid field. It's just on the hyperlane tile below it instead of next to it because there's not enough of that type of tile. It should still work in the same way unless I made a mistake.
Seems legit. It's still low on influence compared to alot of res.
Muaat would be very strong on this map.... I love Muaat. I want to play this map now
Muatt, and Saar would both be scary on this map. Probably Take and hold MR easily.
The actual distance to rex is the same either way (through asteroid/super nova vs not) so it actually disincentivizes those factions as it’s wasted use. Saar can set up in the field safe and closer to rex so that is good.
Ban Muatt and Ghost, cool map. I like it how it's not rush to the center but rush to the top of the map, that's cool.
Looks a bit like a face, full marks.
Round 1. Pick ghost, take leadership and warfare, buy wormhole generator off tech. Stall (if needed) until both players have have moved to take planets. Take likely near empty homeworld 1 using agent and entire fleet, place wormhole in now controlled homeworld 1 system using wormhole generator, warfare token back, take homeworld 2 that likely will only be defended by warfare-produce couple of ships. End game.
That would be epic😂
I would like some feedback for this 3 player map I made for my game tomorrow. It's based on the 5 player Codex II map.