Old World

Old World

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zolobolo 17 Dec, 2022 @ 9:11am
Map: Imperium Romanum: The Roman World!
I love the new map it gives a much more challenging and paced out environment for players picking Rome
The removal of the additional Italic cities was necessary to conserve performance but still keep the Roman faction at around the same level as the other main factions

Generally like the placement of the tribes with one exception of the Thracians as they seem to act like a placeholder filling in all Barbarian sites (with no barbarians option on)

If there is no limit in the game for the amount of tribes I would recommend the addition of following new tribe in descending order of importance:
- Galatia or Lydian tribe for Asia Minor: 7 sites including Crete
- Kush tribe South from Egypt start position (4 sites), the two sites in Cyrene and the single site in Arabian Petraea: 7 sites
- Mitanni or Arabic tribe for the area East and South-East from Asia-Minor: 8 sites

I wouldn't add more tribes even if possible as each tribe needs to have at min 7 city sites to function properly in the game but having too many cities is a huge burden on performance and also drags out the game time unnecessarily

In general I would recommend no matter if tribes are limited in number or not:
- Giving the empty city site in Northern Italy to the Gauls to amp up the difficulty for the player. Generally not a fan of empty city sites :) This would bump their site count up from 9 to 10 which is suitable for their role in providing both early and mid-game speed bump
The other empty city sites allocations are also pretty obvious though I am not sure the AI could handle a single city start surrounded with tribes and no empty sites or barbarians
- Give all 3 city sites in Scythia region to the Scythians tribe instead of Thrace bumping up their site count from 9 to 12 to give Scythians more staying power in late game and allow them to amass more forces overall to act as an organic barrier around the North-East of the map. Also the region carries their name so I am sure they would be happy to have it :)
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Showing 1-15 of 25 comments
arvedui78 19 Dec, 2022 @ 1:23pm 
About the empty city site in northern Italy: I think it is an organic rule of the game that there should always be one empty city site near the capital, that automatically becomes visible when the former is founded... But anyway, I haven't played much with it yet, how much bigger is this map in relation to the 'old world' one? I noticed it gets way up north in Europe.
zolobolo 19 Dec, 2022 @ 1:39pm 
Its a redesigned map but feels clearly bigger as well
Last edited by zolobolo; 19 Dec, 2022 @ 1:39pm
Dale Kent 19 Dec, 2022 @ 2:11pm 
Originally posted by arvedui78:
About the empty city site in northern Italy: I think it is an organic rule of the game that there should always be one empty city site near the capital, that automatically becomes visible when the former is founded... But anyway, I haven't played much with it yet, how much bigger is this map in relation to the 'old world' one? I noticed it gets way up north in Europe.

This is correct. The game will automatically assign empty city sites per player.

The Imperium Romanum map is 126 tiles wide, and 105 tiles high. It stretches from the Atlantic to central Asia (Aral Sea is on the map), and from the Nile confluence (near modern day Khartoum) in Sudan up to about the level of Oslo-Stockholm.

So quite a large map.
Last edited by Dale Kent; 19 Dec, 2022 @ 2:16pm
arvedui78 19 Dec, 2022 @ 6:52pm 
One thing, is it by design that it does not contain ruins? Or is this not the final version of the map?
Dale Kent 19 Dec, 2022 @ 7:30pm 
Originally posted by arvedui78:
One thing, is it by design that it does not contain ruins? Or is this not the final version of the map?

I'm going to go with "not the final version of the map" here.

Dang it. Forgot ruins. Now I need to add a "Random Ruins" button to the map editor *grumble grumble*
Dale Kent 19 Dec, 2022 @ 9:33pm 
I've added a "Random Ruins" button to the map editor (to go with the new "Random Resources" and "Random Element Names" buttons). Plus I've submitted an update that adds ruins to the map.

Did I forget anything else? :D
Dale Kent 19 Dec, 2022 @ 10:08pm 
Oh, should add I've made a change to the Byzantium area so now it's possible to move ships between seas through the Byzantium city site.
zolobolo 19 Dec, 2022 @ 10:54pm 
Originally posted by Dale Kent:
Oh, should add I've made a change to the Byzantium area so now it's possible to move ships between seas through the Byzantium city site.
Can ships move through two city tiles at once or is the new version not updated yet?
Could be the latter as I also dont see ruins yet

Question: Are the number of tribes limited by the engine or the number of tribes created for the game?
Dale Kent 20 Dec, 2022 @ 2:55am 
Just note that when I say I've made changes, it means to the development version, which will eventually make its way to the Test version, and further to Main. I think Main is being updated this week but with the changes in last week's Test version. So these changes will come through in the Main update after this week (probably second week of Jan now as we enter end of year closure this week).
zolobolo 20 Dec, 2022 @ 2:56am 
Makes sense thanks!
Fluffster  [developer] 20 Dec, 2022 @ 4:52am 
The changes to the map have been merged for the main release this week, ruins and redesigned Byzantium coming soon!
Hendricus 20 Dec, 2022 @ 12:53pm 
Looking forward to that new map.
Splashngo 21 Dec, 2022 @ 5:36pm 
can we see a photo of the new map?
Dale Kent 21 Dec, 2022 @ 7:49pm 
Originally posted by Splashngo:
can we see a photo of the new map?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2904980274
Splashngo 21 Dec, 2022 @ 8:19pm 
fantastico!
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