Still not sure how I feel about barring travel in certain terrains for the curragh -- probably, IMHO, worth some individual play testing.
I would be strongly against barring travel for galleys. My most recent C3C epic game, random map, turned out to be an archi map with no sea passages to other islands -- every trip abroad required an ocean crossing. If galleys couldn't risk the ocean, it would have made for an interminably dull game (whereas the AI doesn't care if the game is dull
). Eliminating ocean travel for curraghs but not galleys would only delay "risking the high seas" until Mapmaking - perhaps not a big change. Until I played with it several times though, my gut tells me an increased movement cost for ocean, but still allowing the chance to risk it, would just "feel right." Again in my current game (not trying to make it, one sample, be determinative in my own mind), even with stock rules it presented an interesting choice of whether to keep pumping out curraghs in the hopes of surviving through the oceans and seas, or cease all suicide attempts until the extra movement point of galleys would increase my odds and hopefully cost less lost shields in the long run.
Catt
I would be strongly against barring travel for galleys. My most recent C3C epic game, random map, turned out to be an archi map with no sea passages to other islands -- every trip abroad required an ocean crossing. If galleys couldn't risk the ocean, it would have made for an interminably dull game (whereas the AI doesn't care if the game is dull
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Catt
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