Monday, May 29, 2017

Pilgrim's Progress Synopsis

I've made a high-level correspondence of the key locations in the synopsis below to your map.

From http://www.sparknotes.com/lit/pilgrims/summary.html
(Also see Cliff’s notes: https://www.cliffsnotes.com/literature/p/the-pilgrims-progress/summary-and-analysis/part-1-section-4)

1.    Visited by Evangelist
2.    Leave City of Destruction, journey to Celestial City (Mount Zion)
3.    Falls into the Slough of Despond
4.    Meets Worldly Wiseman
5.    Enters Goodwill’s house
6.    Told to visit Interpreter
7.    Learns about faith from Interpreter
8.    Walks along the Wall of Salvation
9.    Sees Christ’s tomb and the cross
10. Three angels give him a certificate to enter the Celestial City
11. Falls asleep and loses the certificate
12. Reproaches himself and retraces his tracks to find the certificate
13. Meets the four mistresses of the Palace Beautiful and shelter and feed him
14. Given a helmet, shield, breastplate, All-prayer, inexhaustible shoes & sword
15. Descends the Valley of Humiliation
16. Meets Apollyon who tries to kill him
17. Strikes Apollyon with his sword
18. Continues through the Valley of the Shadow of Death
19. Meets Faithful
20. Joined by Talkative who is spurned
21. Evangelist arrives and warns of the wicked town of Vanity
22. Evangelist foretells that one of them will die in Vanity
23. Resist temptation and are mocked
24. Vanity citizens imprison them for mocking the local religion
25. Faithful defends himself and is executed, rising to heaven
26. Christian remanded to prison but escapes
27. Joined by Hopeful
28. They meet By-Ends who is rejected
29. Enter the plain of Ease where smooth-talker Demas tempts them with silver
30. They pass him by
31. Take shelter for the night at Doubting Castle
32. Awakened by the Giant Despair who imprisons and tortures them
33. They escape after recalling they have the key of Promise
34. Approach Delectable Mountains near the Celestial City
35. Meet wise shepherds who warn of treacherous mountains Error & Caution
36. They point out others blinded by Despair who wander among nearby tombs
37. They warn them to avoid shortcuts that may lead to hell
38. Meet Ignorance who believes he is saved by a good life
39. Christian refutes him and he leaves their company
40. Meet Flatterer who snares them in a net & Atheist denies Celestial City exists
41. Cross sleep-inducing Enchanted Ground and try to stay awake by talking
42. Gleefully approach the land of Beulah where the Celestial City is located
43. There are flowers and fruit which refresh the travelers
44. They must cross a river without a bridge
45. Christian nearly drowns but Hopeful reminds him of Christ’s love
46. Christian emerges safely from the water
47. The residents of the Celestial City joyously welcome the two pilgrims.

Pilgrim's Progress Superbonus Examples

The actual superbonuses would ideally be associated with major themes / portions of the story, such as the Slough of Despond and Doubting Castle, Vanity Fair, etc.

I've made a high-level correspondence of the key locations in the synopsis to your map.
(http://rickswarlight.blogspot.com/2017/05/pilgrims-progress-synopsis.html)



Friday, October 14, 2016

Top Cities in 30 Years War Map

Top Eastern cities after 5 turns:
Hanover 70
Munich 64
Amsterdam 57
Rottweil 54
Zurich 49
Pozsony 47
Bordeaux 47
Genoa 46
Rotterdam 43
Riga 43
Vilnius 42
Stockholm 41
Toulouse 41
Barcelona 41
Pskov 40

Top Western cities after 5 turns:
Fort St George 119
Bassein 111
Bombay 100
Goa 92
Diu 82
Daman 81

Thursday, July 28, 2016

Pilgrim's Progress

I checked and found no existing maps with Pilgrim in the name.

This map looks to provide the best visual synopsis of the book:

http://everystockphoto.s3.amazonaws.com/everystockphoto_372587_o.jpg

Design topics:

Graphics - maps are very limited in their ability to show images, so we'll need stylized
                  representations. I like the way Huruey's Castle handles this.

Overall theme & subthemes
Misc settings
Narrative Details
Map connectivity, major minor regions
      the challenge is that the story progresses linearly with some detours, and some alternative paths,         but it is not naturally interconnected. A good map needs high connectivity, but we don't want to
      make absurd connections, such as going from the Celestial City to the City of Destruction. We
      may want to insert some shortcut connections like in Huruey's Castle. I like the layout of the map
rather than the linear one above or the spiral
So what I am thinking is take the concept of the first map shown, with the three panes, and invert the middle pane. Then the general flow will be like the classroom map above (with the blue border). Then  we could identify the major map regions as superbonuses, and work on fleshing each of them out. Possibilities I see for these superbonuses are 1) City of Destruction, 2) Slough of Despond 3) Mount Calvary, 4) Valley of Humiliation, 5) Hill of Difficulty, 6) Valley of the Shadow of Death, 7) Vanity Fair, 8)Pleasant Meadow, 9) Delectable Mountains, 10) Country of Conceit, 11) Enchanted Ground, 12) Celestial City

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Sunday, April 17, 2016

NYC picks

Game 1 Max Alb Tim Rick
Van Buren 7 Batavia 10 Van Buren 7 Rockland 7
Hempstead 4 NY Sand Lake (12) Hartland 7 Hopkinton 6
Kent 7 Rockland 7 Truxton (7) Ohio 7
Lancaster 8 Ithaca (12) Le Roy (8) Peru 8
Wheatland -8 Adams (11) Otego 8
*taken W Bloomfield (11) if no conflicts Lincoln 10
5 5 5 5 Van Buren 7
12 5 12 18
19 15 19 18
26 27 34 32
38 27 56 44
Game 2 Hartland 7 Lancaster 8
Batavia 10 Colden 11
Peru 8 Adams (11)
Hempstead 4 NY Arietta (12)
De Witt (8) Peru 8
Greenwood 8
Rockland 7
5 5 5 5
12 5 12 18
12 13 19 18
22 24 34 32
Game 3 Hartland 7 N Hudson (10)
Rockland 7 Clayton (8)
Carmel (7) Santa Clara 10
Ramapo (7) Altona (10)
Clarkstown (7) Colton 6
Stony Pot (7)
Orangetown (7)
5 5 5 5
12 5 12 18
19 13 19 18
19 13 34 32
27 13 56 44
Game 4 Van Buren 7 Le Roy (8)
Callicoon 7 Batavia 10
Liberty 7 Clayton (8)
Peru 8
Colton 6
5 5 5 5
12 5 12 18
12 13 19 18
19 23 34 32
26 34 56 44
Game 5 Rockland 7 Colton 6
Hartland 7 De Witt (8)
Kent 7 Machias (11)
Lancaster 8 Lansing (12)
Rotterdam (8)
surrendered
Game 6 Otego 8 Kent 7
Hartland 7 Pittstown (10)
Hopkinton 6 Otego 8
Hinsdale 8
5 5 5 5
12 5 12 18
20 12 19 18
20 22 34 32
28 22 56 44
53 22
Game 7 Hartland 7 Rockland 7
Hopkinton 6 Kent 7
N Hudson (10) Adams (11)
Greenwich (12)
5 5 5 5
12 12 12 18
22 19 19 18
22 19 34 32
30 31 56 44
30 45

Wednesday, April 6, 2016

Imperium Romanum

This a a map of the city connectivity. A few of the links go nowhere, indicating they go to one of the four city expanded areas (Lutetia, Carthago, Byzantium, Rome). The cities are worth 1 point each and this seems the best way to grow quickly at first. This game has altered settings - init 4 men in each region, luck and attack probs 57%, defend 76%, and multiattack. I've studied the extremes of moving only one step and accumulating men until a critical mass, and then going all out versus going all out each turn (until you drop below 8 men). The latter is far better. There are two picks. I also studied the difference between developing one pick only versus both simultaneously, and the latter works as well as the former. The presence of a 42-man wasteland will interrupt the traversing of the connected cities, which is a big deal. Personally I prefer to turn this off. So then with a team of two people, one approach that seems good to me is one to pick two spots for the east and the other two picks in the west. For example, west - 1) Deva (Liverpool), and 2) Leptis Magna (central north Africa), and east 1) Tanais (northeast-most city at upper right Black Sea) and 2) Arae Philaenorum (just east of Leptis Magna). Since the initial distribution excludes the cities, the actual picks would have to be a territory adjacent to the desired spot. Then once we have advanced sufficiently taking the harbor cities, we start fleshing out the countryside. Any opponent that tries to take a bonus in another way will fail miserably to grow because of the initial 4's. I'm not sure of the merits of the 4 expanded cities. I doubt starting in them is desirable, but growing into them might be worthwhile. The total bonuses for them are 7, 7, 7, 25, respectively. Also, the funny yellow shield bonuses shown on the left seem  to have little value - all but the first 3 are a bonus of 1 for a huge area.