by KGB » Sun Oct 18, 2015 7:39 pm
You could say that. But then you can say that about every battle that you lose where you are 85%+ likely to win, that you should have added just 'a bit more'.
The reality is that the first 3-4 turns of every game are THE most important turns because if anything goes against you in an 'unlucky' sense the game can be over long before the players even meet. So as a map maker your job is to make sure the 3-4 turns don't decide games. That's why I prefer maps that have 'poor' cities by the capitol (trivial to conquer) and either no ruins or ruins with set defenders/rewards.
What Warbarons really needs is the ability to select gold starts (poor, average, rich) instead of them being random AND much larger initial starting armies (6-10 would be ideal). Until that time map makers pretty much have to have easy start spots and let the rest of the map be the interesting part.
KGB