Check this out: http://elementscommunity.org/forum/WoE-map.jpg
...
Just something I made to help my thought process. It's 21 x 15 hexagons, meaning there are a total of 315 hexagons. In this version I gave all elements 20 starting hexagons, and 75 hexagons would be neutral (minus 15 that would be unpassable like that lake over there. Yeah, unpassable lake doesn't make sense, it's just an example).
- "Outlaw City" in the center of the map would be the #1 trading place in the game
- each elemental capital city would be roughly the same distance of two other elemental capital cities
- map would have different types of terrain like mountains, rives and forests.
- walking from one side to another would take a total of two months in real life time (using 3 day method)
Okay, now I know why you were really supporting the non-symmetrical map idea - this is actually really amazing.
In regards to the "Outlaw City", what exactly do you do when you 'trade'? Does that imply you're swapping cards into and out of your 'set' deck? I always thought that "Outlaw City" would just be a safe zone section where no one can really fight you (like a Sanctuary).
On top of that, unpassable lake (I'd prefer if it were 'marshes') would be true for the majority of the elements, minus
,
, and
. If you added things like a volcano plateau range (
,
,
), a sacred grove (
,
), and maybe a 'inter-dimensional warp gate of awesomeness' (
,
,
,
), then we'd have areas where some elements could take short cuts to get to certain palaces to fight people, while others would have to take another way around. In this sense, certain elements can
avoid fighting other elements by being on these special territories that are normally non-passable to other elements, with a significant consequence.
But anyway, what other 'environmental' places are you going to add SG?