Famine V.19.3 pg1+35 [I] [Reworking]
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actually about that, for most the words i bolded it, but those 2 i forgot.Unit_2 wrote:it is in the right way, but i see that bray and utin are in differnt text then the others.
famine, which i will probably get rid of cause right now its to much of a hasslegimil wrote:Still very similar, but a step in the right direction. But why do all terrs have a name and a number?
yea im doing that right now, but i have to take a break for lunch.Sir. Ricco wrote:Take a look at the Grande Canyon for ideas
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ok i have a problem, cause i dont know which way to do it, so decide
A) Water through desert:

B) Canyon through desert:

C) Wall dividing desert from grass

with empty sand territory where the wall is broken being scorpion pass, which has a neutral respawn (if u take it then start of next turn u lose it to neutral
edit: whoops something went wrong in V.C, and i made an updated V.B but to lazy to put up
A) Water through desert:

B) Canyon through desert:

C) Wall dividing desert from grass

with empty sand territory where the wall is broken being scorpion pass, which has a neutral respawn (if u take it then start of next turn u lose it to neutral
edit: whoops something went wrong in V.C, and i made an updated V.B but to lazy to put up
i vote C for the following reasons:
1) the one with the river is silly, cuz an oase is right next to a river, that's plain unnatural
while the one with the canyon looks like shit really and i think too many bridges won't do the map any good anyways, especially when it appairs like you just place them at random places which will make the map seem imbalanced
2) the wall is the most creative, and looks the most natural, and it adds something to the map
tho i still think a bit of balancing is required, some places are close to a dock while others are very much 'retracted' and therefore much easier to defend, but much harder to advance from your 'hide-out' i feel there should be some kind of connection between the dessert and the 'soutern-island' (maybe a trade-route? markets that connect to each other? maybe even bandits that can interupt the troude route at 1 or 2 points? and maybe give a bonus there? just to throw in some idea's)
1) the one with the river is silly, cuz an oase is right next to a river, that's plain unnatural
2) the wall is the most creative, and looks the most natural, and it adds something to the map
tho i still think a bit of balancing is required, some places are close to a dock while others are very much 'retracted' and therefore much easier to defend, but much harder to advance from your 'hide-out' i feel there should be some kind of connection between the dessert and the 'soutern-island' (maybe a trade-route? markets that connect to each other? maybe even bandits that can interupt the troude route at 1 or 2 points? and maybe give a bonus there? just to throw in some idea's)
just some idea's to balance out the map a bit, maybe you will like them, if you have any questions just ask them.
1) add a (trading) port on either Gaep or marso and make a bridge connection between them.
2) add a nomad camp above the aosis at franter, and make a wall around it, so you can only acces the nomads from the aosis (they can hide very good)
3) add another trading port at Lofam
4) make the trading ports connect to each other (and maybe to all other ports as well, or all other ports except the fishing dock) make the nomad camp connect to the trading port at Lafom (via a trade route on the map)
5) make the river float trough Feont, Tesas, Frim(Fram) and Lofam, and play a bit with the borders of those countries, connect a bridge at a place so that Trinity Castle has 2 possible ways in like most of the other castles, and it's exactly 6 steps away from Lofam (this is possibly the hardest part, but it's needed otherwise the trinity castle would be overpowered
6) move the island of Cardoce Castle a bit to the south, to create some room for step 7
7) make the territory of Trando a bit bigger and split it into 2 continents to get an extra border
8 ) add a siege instrument on Baylra and Reyla, one-way attacking into the wall, maybe have a -5 army bonus to the siege units as well, to make them a bit less powerfull (they need repair anyways) or maybe just make the famine cost on the siege units very high (except maybe if you control a lumber camp and a forest as well)
9) make the gate opening border neba as well (but it has to be 1 territory still, this to make it more easy to defend the castles from this way, to balance out the siege part a bit, otherwise the castles would be too hard to defend)
10) if you control nomad camp and both trading docks, and any famine resource on both sides of the map, maybe give an army bonus
i hope you like those suggestions, i put a lot of thinking-effort in it
1) add a (trading) port on either Gaep or marso and make a bridge connection between them.
2) add a nomad camp above the aosis at franter, and make a wall around it, so you can only acces the nomads from the aosis (they can hide very good)
3) add another trading port at Lofam
4) make the trading ports connect to each other (and maybe to all other ports as well, or all other ports except the fishing dock) make the nomad camp connect to the trading port at Lafom (via a trade route on the map)
5) make the river float trough Feont, Tesas, Frim(Fram) and Lofam, and play a bit with the borders of those countries, connect a bridge at a place so that Trinity Castle has 2 possible ways in like most of the other castles, and it's exactly 6 steps away from Lofam (this is possibly the hardest part, but it's needed otherwise the trinity castle would be overpowered
6) move the island of Cardoce Castle a bit to the south, to create some room for step 7
7) make the territory of Trando a bit bigger and split it into 2 continents to get an extra border
8 ) add a siege instrument on Baylra and Reyla, one-way attacking into the wall, maybe have a -5 army bonus to the siege units as well, to make them a bit less powerfull (they need repair anyways) or maybe just make the famine cost on the siege units very high (except maybe if you control a lumber camp and a forest as well)
9) make the gate opening border neba as well (but it has to be 1 territory still, this to make it more easy to defend the castles from this way, to balance out the siege part a bit, otherwise the castles would be too hard to defend)
10) if you control nomad camp and both trading docks, and any famine resource on both sides of the map, maybe give an army bonus
i hope you like those suggestions, i put a lot of thinking-effort in it
those are really good suggestions, but i have a few questions
for 7. where did i put Trando? or did u mean Thrando?
for 8. could u explain that a bit better??
for 10. how about something like "feed the nomads and they will help u" or something like that??
and as i said at the beginning of this post, really good suggestions
for 7. where did i put Trando? or did u mean Thrando?
for 8. could u explain that a bit better??
for 10. how about something like "feed the nomads and they will help u" or something like that??
and as i said at the beginning of this post, really good suggestions
thank youbryguy wrote:those are really good suggestions, but i have a few questions
for 7. where did i put Trando? or did u mean Thrando?
yes i ment Thrando
for 8. could u explain that a bit better??
by siege units i mean catapults, storm rams, or any type of siege mechanics that could possibly breach through or bypass a wall (storm towers, ladders, you name it) thus, genererating a way inside the wall, making the desert a bit more vurnable to outside attacks, still it's needs to be 'one-way attacking' and not bombarding (or maybe bombard from 'Bayrla' and 'Reyla' and one-way attack from 'Thrando' and 'Orto' in any case it's to get rid of the 'one possible way in' still there would be that 1 way out, but since it borders 3 territories (it only borders 'Sasn and Ecsel now but i suggest bordering 'Neba' as well) tho now i think about it, might be better to split the 'scorpions pass' in 2 territories also, the outer one (bordering 'Sasn, Ecsel, Neba. And 'Inner Scorpion Pass') having a negative army bonus (like you stated somewhere else in this topic) and the upper one (bordering: 'Outer Scorpion pass', 'Rocna', 'Bena' and 'Lam') without any bonus or negative bonus, this is for balance issues, think of it what will happen if one controls the desert and has about 7 possible ways in, because you can't hold the one territory protecting you from the outside, because of the negative bonus, and 3 more ways (2 siege ways and the nomad way) in.
because the siege units off course need repairs (and because otherwise they might become too powerfull weapons) they might have a (quite big) negative army bonus on them, or a high famine level, or the need to be repaired with would (about the same as your famine system but the only way to solve it is getting wood, instead of fruit or food, obviosly you ain't gunna repair a catapult with and apple, or are you ?
i hope i explained well enough, if you have any specific questions or comments on this, i'd love to hear it.
off course they are still just suggestions, but i'd love to help you make this map as balanced and fun to play as it can get, i know you put a lot off effort in it and i will be gld to help you with it anywhere i can
for 10. how about something like "feed the nomads and they will help u" or something like that?? off course, the point of the nomads in the first place (the #1 reason i added them as a suggestion that is) was connection the desert with the 'soutern islands' as i call them, but off course you can add more to it, like trading or feeding them, the reason why i made the camp 'fortified' (and the only way in or out would be the oasis, cuz that's the most likely spot to find nomads, i mean how the hell are you going to find nomads in the sand while the wind blows away their footprints like all the time? and nomads are constantly on the move anyways) is to not make the desert TOO vurnable to outside attacks (if there is a way in by connecting a dock or a market or any other kind of 'trade route' just above the oase without having any form of unpassable, you'll leave 30% of the territories inside the desert open to attack, making it way to hard to defend, that's why i suggested making it more or less fortified, but i think that's not the point, just a bit of explanation) you can off course give an army bonus for 'feeding' them or 'trading' with them or whatever you like, will add a nice positive twist to the game, and it will not effect the balance in any way, while the nomad camp, trading docks and food are actually pretty much scattered all over the map, (if the conditions for 'feeding the nomads' would be anything like: "holding 1 resource of choice, a (trading) dock and the nomads camp would give you a bonus of X armies a turn") since the resources are all over the place, the nomad camp is in the north, and the trading docks are south and centre of the map, it will balance itself out pretty well i guess
and as i said at the beginning of this post, really good suggestions
bryguy wrote:for 8. could u explain that a bit better??
by siege units i mean catapults, storm rams, or any type of siege mechanics that could possibly breach through or bypass a wall (storm towers, ladders, you name it) thus, genererating a way inside the wall, making the desert a bit more vurnable to outside attacks, still it's needs to be 'one-way attacking' and not bombarding (or maybe bombard from 'Bayrla' and 'Reyla' and one-way attack from 'Thrando' and 'Orto' in any case it's to get rid of the 'one possible way in' still there would be that 1 way out, but since it borders 3 territories (it only borders 'Sasn and Ecsel now but i suggest bordering 'Neba' as well) tho now i think about it, might be better to split the 'scorpions pass' in 2 territories also, the outer one (bordering 'Sasn, Ecsel, Neba. And 'Inner Scorpion Pass') having a negative army bonus (like you stated somewhere else in this topic) and the upper one (bordering: 'Outer Scorpion pass', 'Rocna', 'Bena' and 'Lam') without any bonus or negative bonus, this is for balance issues, think of it what will happen if one controls the desert and has about 7 possible ways in, because you can't hold the one territory protecting you from the outside, because of the negative bonus, and 3 more ways (2 siege ways and the nomad way) in.
because the siege units off course need repairs (and because otherwise they might become too powerfull weapons) they might have a (quite big) negative army bonus on them, or a high famine level, or the need to be repaired with would (about the same as your famine system but the only way to solve it is getting wood, instead of fruit or food, obviosly you ain't gunna repair a catapult with and apple, or are you ?nah, there gonna fix it with grapes and fire the apples at the wall
i hope i explained well enough, if you have any specific questions or comments on this, i'd love to hear it. no thats very explanatory now, ty, comments ill put in later
off course they are still just suggestions, but i'd love to help you make this map as balanced and fun to play as it can get, i know you put a lot off effort in it and i will be gld to help you with it anywhere i can








