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Subject: Game Map: Areas / Connections rss

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Sid Rain
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On a lark, I took a look at both the basic game maps to see how many connections/borders each area of the map has with any other area (results below). Note that "% access" refers to the % of how many other areas on the map you have access to from that area.

I'm not sure if areas with more or less connections would have a greater value. My gut tells me that more well-connected areas would be better to hold since it will give your forces more places to retreat to if pained away. However, I can't help but wonder if areas with less connections might be beneficial in parking your cultists at, since there are less ways for monsters to get to them and capture (apart from special abilities/spellbooks).

One odd tidbit I found was that the full 5-player map has a total of 21 areas (unless I've done my math wrong, please double check). Which makes me wonder why 22 gates would ever be needed, unless it's for one of the expansion maps.

(**Note: I've now placed a copy on this on a spreadsheet with my other data about the Cthulhu Wars units. This can be found here on the "Map Data" tab: https://docs.google.com/spreadsheet/ccc?key=0AsoiLzPSpgM6dE1...)


3-Player Map (13 areas)

OCEAN (# borders) (% access)
Arctic Ocean* 5 38% *Lomar (Sleeper?)
North Atlantic 8 62%
South Atlantic 6 46%
North Pacific 6 46%
South Pacific* 6 46% *R'Lyeh (Cthulhu)
Indian Ocean 7 54%

LAND
North America* 4 31% *N'Kai (Windwalker?)
South America 5 38%
Europe* 3 23% *Dreiech (Yellow Sign)
Asia* 5 38% *Leng (Crawling Chaos)
Africa* 4 31% *G'Harne (Black Goat)
New Zealand 2 15%
Antarctica 3 23%



5-Player Map (21 areas)

OCEAN (# borders) (% access)
Arctic Ocean* 5 24% *Lomar (Sleeper?)
North Atlantic 10 48%
South Atlantic 8 38%
North Pacific 9 43%
South Pacific* 6 29% *R'Lyeh (Cthulhu)
Indian Ocean 9 43%

LAND
E North America 3 14%
W North America* 5 24% *N'Kai (Windwalker?)
Central America 5 24%
South America East 4 19%
South America West 5 24%
Europe* 4 19% *Dreiech (Yellow Sign)
Scandinavia 4 19%
North Asia 6 29%
South Asia* 4 19% *Leng (Crawling Chaos)
Arabia 7 33%
East Africa 4 19%
West Africa* 4 19% *G'Harne (Black Goat)
Australia 2 10%
New Zealand 3 14%
Antarctica 3 14%


As you can see, ocean areas have significantly more borders/connections than land areas, with the North Atlantic being the most well connected area in the game. New Zealand, Australia & Antarctica appear to be the least connected, though if there are any benefits from holding those it will likely go to Cthulhu since he'll be able to spread to those areas on the first turn.

Other things that may influence the value of land vs ocean areas are abilities and/or spellbooks that specifically affect different area types (I believe one of the Dreamland expansion monsters has abilities that change depending on where it's at). Also, factions like Yellow Sign & Cthulhu are always going to place a higher value on land or ocean areas just based on the nature of their spellbook requirements.

Also note, because of the Crawling Chaos faction's Flight ability, on the first turn his faction can reach ANY other location on a 3 player map and 90% of the map on a 5 player map (he can't reach E North America and South America East).

Not sure what use this information may have, but there you go. For Science!

EDIT: faction starting locations noted & formatting goodness added (it's not everyday the creator of the game looks at your post!)



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Other Cthulhu Wars projects/variants:
Cthulhu Wars Compendium
Cthulhu Wars: HEX (map variant)
Cthulhu Wars: Singularity (Single-player)
The Destroying Eye faction
The Shifting Blade faction
Neutral Spellbooks
Asenath Waite/Cthulhu Dice variant
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Sandy Petersen
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I look forward to you doing one of these for the other maps.

The reason why there are 22 gates is, embarrassingly, because when I was first asked by my artist how many gates were needed to fill in the 5-player map I did a quick count. Then I counted again. Both times came up with 22. Guess I counted North Pacific twice or something. Argh. Well that's 75 cents per game I won't get back for the extra gate. But on the other hand, people can treat it as their "display" gate. Or give it to their kid as a teething toy.
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Sandy Petersen
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One thing I have DEFINITELY noted in our tests is that people go places like Antarctica and Australia to establish bases that are hard to get to. And of course, your analysis shows that these areas have fewer connections.
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Sid Rain
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Thanks, I was trying to come up with some other stats to judge the maps on, but the basic game map is fairly cut and dry, although I should call out the GOO starting locations on these so those can be compared.

Can't wait to see the other maps when they come out. There will definitely be some other factors to look out for on those maps though, given the different conditions that go along with them. Especially the Primeval map, depending on how it's set-up, I can't help but wonder if the optimal strategy on that map won't be to take the equator first as a base and then expand outward from there. You figure that's where everyone will end up, so why not build up your power there instead of worrying about glaciers moving in.

I imagine over time, once the game hits, you'll see more analysis posts like this with people looking at other things in the game in an attempt to optimize strategies. Though given the nature of all the crazy abilities & spells in the game, it's hard to do quantitative analyses like that for this game. The one big thing I'd like to look at is combat values & costs of each of the monsters/GOOs compared to each other. I'll wait for everything to be finalized on that though.

I also wonder if the Antarctica/Australia land grabs are something people are subconsciously carrying over from Risk. I notice a tendency in alot of Risk players is to turtle themselves into a region while they build up their power base. It's still not a valid comparison since CW has no corners to back yourself up in and b/c the various abilities/spells mean that no location is truly isolated.
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Goat Goatington
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Reviving a very old thread since it was the starting point of the idea. Looking at the maps during the second Kickstarter I was curious about the mention that Primeval Earth is slower to move around, so I decided to extend the stats above to that and other expansion maps. I also added some stats for how many moves it is from location to location, which is a better measure of how 'big' the map is for movement.

Many stats:


Earth

Area | Connections | Move avg | Move median | Longest move
North Atlantic | 52% | 2.55 | 2 | 4
North Pacific | 42% | 2.55 | 3 | 3
Indian Ocean | 42% | 2.65 | 3 | 4
South Atlantic | 38% | 2.65 | 3 | 4
Arabia | 33% | 2.7 | 3 | 4
North Asia | 28% | 2.95 | 3 | 4
Arctic Ocean | 28% | 2.9 | 3 | 4
South Pacific | 28% | 2.85 | 3 | 4
Central America | 23% | 2.95 | 3 | 4
South America West | 23% | 3 | 3 | 4
West North America | 23% | 2.95 | 3 | 4
South America East | 19% | 3 | 3 | 4
West Africa | 19% | 2.9 | 3 | 4
Scandanavia | 19% | 3.25 | 3 | 5
Europe | 19% | 3.05 | 3 | 4
South Asia | 19% | 2.9 | 3 | 4
East Africa | 19% | 3.05 | 3 | 4
Antarctica | 14% | 3.2 | 3 | 4
New Zealand | 14% | 3.45 | 4 | 5
East North America | 14% | 3.35 | 3 | 5
Australia | 9% | 3.55 | 4 | 5

Average connection - 25%
Median connection - 23%
Average movement - 2.97
Median movement - 3



Primeval Earth

Area | Connections | Move avg | Move median | Longest move
Mezcalera Ocean | 40% | 2.67 | 3 | 4
Rheic Ocean | 36% | 2.86 | 3 | 4
Iapetus Ocean | 36% | 2.67 | 3 | 4
Mirovia Ocean | 31% | 2.67 | 3 | 3
Tethys Ocean | 31% | 2.86 | 3 | 4
Paratethys Ocean | 31% | 3.05 | 3 | 5
Ocean Trench | 31% | 2.9 | 3 | 4
Atlantis | 27% | 2.9 | 3 | 4
East Lemuria | 22% | 3.1 | 3 | 4
Poseidonis | 22% | 3 | 3 | 4
Rutas | 22% | 3.1 | 3 | 4
Antarctica | 22% | 3.05 | 3 | 5
Central Mu | 22% | 3.19 | 3 | 4
Terra Australis | 18% | 3.33 | 3 | 5
West Atlantis | 18% | 3.14 | 3 | 5
Shanta | 18% | 3.24 | 3 | 4
South Lemuria | 13% | 3.52 | 4 | 5
Thule | 13% | 3.38 | 3 | 5
Upper Mu | 13% | 3.38 | 4 | 4
Hyperborea | 13% | 3.38 | 3 | 5
Lower Mu | 9% | 3.76 | 4 | 5
Lomar | 9% | 3.62 | 4 | 5

Average connection - 22%
Median connection - 22%
Average movement - 3.13
Median movement - 3



Yuggoth

Area | Connections | Move avg | Move median | Longest move
Toxin Disposal | 36% | 2.71 | 3 | 4
Desoluation of Xax | 36% | 2.71 | 3 | 4
Spore Badlands | 31% | 2.76 | 3 | 4
Pyramid Emerald Slope | 31% | 3 | 3 | 5
East Slime Sea | 31% | 2.9 | 3 | 4
Desolation Of K'nath | 31% | 2.76 | 3 | 4
Laboratory | 31% | 2.81 | 3 | 4
Pyramid Malachite Slope | 27% | 3.1 | 3 | 4
Pyramid Painite Slope | 27% | 2.95 | 3 | 4
The Emptiness | 27% | 3.05 | 3 | 4
Tindalos Steppes | 22% | 3.05 | 3 | 4
Radiation Wastes | 22% | 3.14 | 3 | 5
Ghooric Zone | 22% | 2.86 | 3 | 4
West Slime Sea | 22% | 3.1 | 3 | 4
North Slime Sea | 22% | 3.14 | 3 | 4
Oxygen Sea | 18% | 3.14 | 3 | 4
Ammonia Sea | 18% | 3.19 | 3 | 5
Methane Sea | 18% | 3.24 | 3 | 5
Polar Sea | 18% | 3.14 | 3 | 4
Slime Sea Overlook | 13% | 3.67 | 4 | 5
Nitrogen Sea | 13% | 3.19 | 3 | 4
The Watcher's Postern | 13% | 3.48 | 4 | 5

Average connection - 24%
Median connection - 24%
Average movement - 3.05
Median movement - 3



Dreamlands

Area | Connections | Move avg | Move median | Longest move
Vale of Pnath Sea | 36% | 3.1 | 3 | 5
Enchanted Woods | 27% | 2.95 | 3 | 4
Sea of Dawn | 27% | 3.19 | 3 | 5
Sunken City Sea | 27% | 3.14 | 3 | 5
Mnar | 22% | 3.38 | 4 | 5
Sarkomand | 22% | 3.19 | 3 | 4
Cerenarian Sea | 22% | 3.33 | 3 | 5
Zak | 22% | 3.33 | 3 | 5
Zura | 18% | 3.29 | 3 | 5
Southern Sea | 18% | 3.43 | 4 | 5
Tower of Koth | 18% | 3.1 | 3 | 4
Plain of Ghouls | 18% | 3.29 | 3 | 5
Ruins of Karoth | 18% | 3.29 | 3 | 5
Peaks of Throk | 18% | 3.48 | 4 | 5
Vaults of Zin | 13% | 3.48 | 4 | 5
Fungus Sea Lake | 13% | 3.52 | 4 | 5
Olathoe | 13% | 3.62 | 4 | 5
Sea of Pitch | 13% | 3.76 | 4 | 6
Mt Ngranek | 13% | 3.38 | 4 | 5
Vast Cavern | 13% | 3.76 | 4 | 5
Leng | 9% | 3.76 | 4 | 5
Celephais | 9% | 3.81 | 4 | 6

Average connection - 18%
Median connection - 18%
Average movement - 3.39
Median movement - 3



Library

Area | Connections | Move avg | Move median | Longest move
Abandoned Chamber | 40% | 2.76 | 3 | 4
Gloomloft | 40% | 2.57 | 3 | 3
Oubliette | 36% | 2.81 | 3 | 4
Floating Tower | 36% | 2.81 | 3 | 4
Red Hall | 36% | 2.81 | 3 | 4
The Crawling Ones | 31% | 2.86 | 3 | 4
ChamberOfSngac | 27% | 2.9 | 3 | 4
Black Hall | 22% | 3.43 | 4 | 5
Porphyr Hall | 22% | 3.38 | 3 | 5
Charnel Hall | 18% | 3.43 | 3 | 5
Hyperquarium | 18% | 3.48 | 4 | 5
Lake of Hali Balcony | 13% | 3.9 | 4 | 5
Yr and the Nhhngr | 13% | 3.29 | 3 | 4
Guardian under the Lake | 13% | 3.29 | 3 | 4
Fountain | 13% | 3.24 | 3 | 4
Lake of Hali Overlook | 13% | 3.9 | 4 | 5
White Hall | 9% | 3.62 | 4 | 5
Byakhiary | 9% | 3.52 | 4 | 5
Chamber of Apkallu | 9% | 3.62 | 4 | 5
Barrier of Naach Tith | 9% | 3.95 | 4 | 5
Horrorium | 9% | 3.52 | 4 | 5
Larvae of the Outer Gods | 9% | 3.95 | 4 | 5

Average connection - 20%
Median connection - 18%
Average movement - 3.32
Median movement - 3


Movement on a region is the average/median of how many moves it takes to move from that area to any area on the map. As an example, the average movement for North Atlantic totals the movement required for the shortest path to each other space on the board, then averages that out. It's also the average number of moves required to reach the North Atlantic from anywhere.

As an aside, it looks like there's a minor error in the initial stats. A connection between North Atlantic and Arctic Ocean seems to be missing.

The library stats are based on the last video, as best as I can tell from the (excellent) art available.

Primeval Earth is indeed a little slower than Earth, but not by much. The slowest maps are also the ones where important movement is less obviously measured - Dreamlands and Library. If I get time I might go back and highlight the citadels and books, which are more important spaces on those.

I do like the way that Yuggoth does indeed reverse the general ocean trend by putting the oceans at the bottom for all movement stats.
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Arthur Petersen
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Sandy Petersen wrote:
I look forward to you doing one of these for the other maps.

The reason why there are 22 gates is, embarrassingly, because when I was first asked by my artist how many gates were needed to fill in the 5-player map I did a quick count. Then I counted again. Both times came up with 22. Guess I counted North Pacific twice or something. Argh. Well that's 75 cents per game I won't get back for the extra gate. But on the other hand, people can treat it as their "display" gate. Or give it to their kid as a teething toy.
You counted it right.

See, there's this cool ability called "Cursed Slumber"...
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