Dominions 5

Dominions 5

Ye Olde Mappe
24 条留言
half man on my father's side 2021 年 9 月 6 日 上午 4:34 
Amazing map! I really want more of them with that style! Maybe a bigger one with more water?
Precisely One Player 2020 年 12 月 25 日 下午 12:21 
Hi, this map looks cool, but it might be useful to provide a manual download, otherwise we have to root about in the steamapps folder for it if we want to upload it to the servers we use for our multiplayer games. Thanks anyway!
Tubular Phuckhound  [作者] 2020 年 9 月 5 日 上午 5:40 
Fair points. I ran several MP games now with the map and with 10-11 land nations and 1-2 water nations it's just about perfect. 12 land players might be a bit tight, but then again my player circle doesn't like vast maps where you can expand without conflict for 2 years.
Nombrilist 2020 年 9 月 3 日 下午 2:35 
Again, this doesn't make it a bad map (particularly for blitzes) but it does mean that it probably isn't a comfortable map for >10 nations despite promising province-to-nation rations - and it'll probably never be a comfortable map for underwater nations. This is a very open map that by its design will channel successful players to strong early-game nations and bless rush strategies.
Nombrilist 2020 年 9 月 3 日 下午 2:34 
Re: overall carrying capacity... the high connectivity really does reduce it. See the included spreadsheet screenshot for an example of a typical 12+2 starting layout Every nation has 1+ nation whose cap circle is at most one province from their cap circle. Both UW nations have cap circles overlapping a land nation's cap circle. The best nation for elbow room is Marignon, and it is three provinces from Scelaria, 4 from Xib, and 5 from Ashdod and R'lyeh. Ulm's start is the worst with 3 nations whose cap circles touch its cap circle, and 2 more are only 3 away. Note also that while the map does have many chokepoints, with the exception of the seas they're all soft chokepoints, so for flying nations the map is almost entirely open (and amphibious isn't far off). Even with land-based nations, the high connectivity means the distance between capitals is generally at most 1 more than these minimums.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2218554385
Nombrilist 2020 年 9 月 3 日 下午 2:33 
Re: the issues with UW provinces all being coastal - sea shape matters. The snakier of the two seas will probably take 5 turns to travel from an owning UW nation's capital to their furthest province even if they only own the 10 sea provinces. A land-based nation of 12-15 typically will be able to travel from its capital to its furthest province in 2-3 turns. The other sea is not as bad - it's probably 2-3 turns from cap to border - but it's still not as good as land nations - and again, every province is coastal so the distance from the start of their "safe haven" that justifies their weaker position to their capital will never be more than 1 turn.
Tubular Phuckhound  [作者] 2020 年 9 月 3 日 上午 9:16 
I just realized the winter overlay was missing. That's fixed now.
marauderB 2020 年 9 月 2 日 上午 9:13 
Hi, thanks for the good looking map!

When you get a chance would you please update the description with the recommended and max number of thrones and nations?
Tubular Phuckhound  [作者] 2020 年 9 月 1 日 下午 3:17 
Thanks for the feedback. I fixed the unclickable provinces now so all should be good.

58, 208 and 210 are now caves and the forest and kelp provinces are properly flagged.
walborder 2020 年 8 月 31 日 下午 5:37 
Beautiful map- I appreciate the work AND sharing it- very cool! A couple questions- areas 58, 208, 210 - they look like a cave symbol maybe but don't seem to have the cave attribute. Likewise what appears to be kelp at 60 and 62 for example. Lastly, it seems areas meant to be forest show as plain provinces.
Tubular Phuckhound  [作者] 2020 年 8 月 31 日 下午 5:03 
So the unclickable province issue is weird. The map editor just refuses to recognize the map edge provinces correctly... I have to figure out what's going wrong there.

@Nombrilist - Thanks for the great feedback. To give you an idea how the map was designed: this is a map for at most 12 land and 2 water nations. With those settings, each land nation can expect to get about 19 provinces on average (more or less depending on placement of course), water nations get less, but then again they enjoy the safety of their seas. I don't think that this is a low amount. Yes, you'll be closer to your neighbors in terms of provinces, but you'll have quite a few provinces before you need to go to war. At the same time, the map is full of choke points which should mitigate the proximity issues by reducing the number of directions you can be attacked from.

Regarding water nations, each sea gets 5 deep sea provinces and 10 provinces in total. I feel that is more than enough?
Nombrilist 2020 年 8 月 31 日 上午 11:24 
(That's not to say the map is bad. It's just a couple of things to keep in mind.)
Nombrilist 2020 年 8 月 31 日 上午 11:23 
2 criticisms:

UW provinces are all coastal. This is pretty standard re: how seas should be handled, but it's detrimental to UW nations. It IS mitigated by the number of neighbor connections being the same UW and on land, tho.

Relatedly, the number of connections from having a hexgrid is that the average connections is uniformly high. Having 6 connections per province (especially with full wrap) reduces the carrying capacity of the map; the distance between any two points is reduced by the extremely high connectivity. By having this high a connectivity, the number of nations that can be supported before they start feel cramped because they're right on top of each other is reduced. It doesn't make the map unusuble, but it's something to keep in mind. It's better for blitz games, certainly, but you're going to start right on top of far more nations than you would with on a map with an average instead of 3-4 connections instead of this map's 6.
alan77 2020 年 8 月 31 日 上午 11:13 
Very nice looking map! I love the aesthetic I don't mind the clown tax as I just imagine it as a volcano since it is above a mountain) I will give this a try as soon as the unclickable tile problem is fixed.
Tubular Phuckhound  [作者] 2020 年 8 月 31 日 上午 3:54 
> there's a row and column of tiles that are all set as province 0 and are unclickable

Oh that's not good, let me fix that.
isiarca 2020 年 8 月 29 日 下午 9:16 
This map's name is false advertising. It claims to be Ye Olde Mappe, yet in reality it is Ye Newe Mappe! But since it will someday grow into the name I suppose that's unimportant.

Anyway, I haven't tried it yet but it looks nice. Hope the problem Taiga Cait pointed out gets addressed tho.
Robin Bright 2020 年 8 月 29 日 下午 6:06 
there's a row and column of tiles that are all set as province 0 and are unclickable
Leif 2020 年 8 月 28 日 上午 11:51 
Lol @ clown tax
Tubular Phuckhound  [作者] 2020 年 8 月 28 日 上午 11:10 
Thanks for the kind words.

Regarding the red blob: every map I make pays the clown tax and therefore features a nose somewhere. I suppose this one stands out a little but good news is the next map is going to be a bit more colorful again.
Uber-n00bie 2020 年 8 月 28 日 上午 10:58 
LOL if you say so :P
Tubular Phuckhound  [作者] 2020 年 8 月 28 日 上午 7:09 
:)
Tubular Phuckhound  [作者] 2020 年 8 月 28 日 上午 7:08 
@Uber-n00bie
That's a clown nose thank you and it is a mandatory tax
Mardagg 2020 年 8 月 28 日 上午 5:56 
very nice, thanks !
Uber-n00bie 2020 年 8 月 27 日 下午 5:55 
From what I see so far it's a great map to play on and well-made.

Love the visual style in-game... except for that unsightly red balloon near the middle. lol