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On this map in the Early Age, I once destroyed Ulm and the guys further north, Niefelheim, the destruction of which took a lot of strength, because their God single-handedly resisted entire armies. Arcocephali have the ability to expand early.
Muchas gracias por tu trabajo. :-)
To give an example of the style of gameplay this map is going for that works well imo is something like the Ulm start of MA Mortal Realms. You have room to expand, but the surrounding mountains add variety to how you and your opponents plan expansions and defenses. I don't think this map should be Mortal Realms size, but if you had this layout with more provinces and no capitals in this crippling of a position it would probably be one of the best maps made for the series.
Surrounded by water and mountains, only a single regular tile out of the 8 adjacent, and Pangaea's capital is one of them. To the north is Ulm with plenty of room to expand straight to one of your chokepoints, Marv slightly west of them sharing that land. Your east chokepoint has another capital with slightly more room to expand and quicker access to the chokepoint, so every nation close by is naturally incentivized to expand towards you while you have to pray that your 1 available province didn't spawn with a stack that will heavily wear down your expansion stack, plus your capital gets almost nothing from adjacent provinces until you can formulate a mountain army.
Are there areas of the map that are difficult to pass or are entirely impassable most of the year? Definitely! This is EARLY ERA, meaning rough and unrefined in society AND landscape. So you have to now watch the seasons and move troops accordingly? Cool! Sounds like a great defense, actually, not to mention the opportunity to develop your spells and artifacts in a way that really plays to those challenges and strengths. Suddenly all the rarely used utility spells/items become paramount to success? Either way I think it's great to have a map that forces me to think outside of my comfort zone. I'm a better gamer for it, so thank you, Potentate, for a great map!
I'm playing EA Ermor, and after capturing all adjacent provinces and expanding slightly to my south, I'm pretty much stuck - I can't advance north or east through the mountains for like 3\4 of a year, and overexpanding south is not particularly interesting to me and will stretch my supply lines. Securing your northern border is paramount because your capital is very close to your neighbour.
If only mountains would become more passable if you owned adjacent provinces or could build some king of structure for it.
Even if successfully conquer northern provinces and push back my neighbours, reinforcing my main armies with capital-specific holy units is a pain in the butt - I only have a brief window of 1\4 of a year to do so.
@NinjaX I take that as a huge compliment. I'm sorry the resolution is so poor when zoomed in, but please feel free to add extra details and improvements. Let us know how it goes.
EA: 2 provinces then stuck until you can dislodge a throne (might be that the settings I play at here make a difference, but if it's a level 2-3 throne you're on 2 provs for a while and neither are good blood hunting).
And then conversely, MA Xibalba has all the ocean in the world and no one nearby that can really contest. Very easy to expand to UW chokepoints and fort up, ignoring most nearby land neighbors (who are tiny compared to you for being stuck on 3-4 province islands) until you want their stuff.
IMO there is perhaps too much water in the South and some (like Marignon, Bandar Log, and EA Xibalba) have only a small "guaranteed" plot of land, all of which is easy to harrass from sea. I'd suggest biggening their islands a little.
As for West/East mythologies and their prevalences: I was suggesting more along the lines of "compressing" Caelum's available territory, perhaps by moving some Western nations a notch East from where they currently are in order to offer competition for that land. The amount of mountains still would favor the flyers though, hence my mention of slimming down that range.
Just to clarify what I meant, thanks again for the great work!
EA Version:
- Niefelheim has a hell of a time expanding without a mountain survival bless. A lot of places around them realistically never become accessible due to frozen mountain passes.
MA Version:
- Phlegra's placement feels off to me. Immediately next to Uruk and 2 jumps away from Pythium.
- That swamp North of Bandar Log really sucks to have to move through. It'd be fine if all nations had a similar impediment but a lot of nations don't. I guess this is true of both maps.
- Again probably true for both: IMO Caelum has way too much free room to expand. They've gotten massive in every attempt I made on this map (save for one where I didn't really have scouts there so can't confirm). Maybe slim down the mountain ranges and move over some West-side nations?
I agree! This map is a lovely addition to Dominions 5.
It does need a number of fine tuning to work, but it can clearly be one of the top single player maps out there.
@Potentate
I notice a slight mismatch in the map's sides for the E-W wraparound. Its possible to correct it with some light photoshopping.
With 8 connections per province, its connection density is insane. It really reduces the effective carrying capacity of the map because of how short distances between any two points become - and in the case of an all-nation map, it effectively rules out some nation combinations because they start with overlapping cap circles - or even adjacent capitals (!!).
The terrain distribution also leads to some issues - the nations with mostly low-pop terrains around them could probably use more provinces tagged as large to balance against those less hanicapped.
So Neifelheim is still boxed in with mountains :P
Neifelheim - For some reason I thought they got mountain survival, but the inspector says otherwise. I'll open up some of those mountains to the west and add some forest. That will also give Fomoria more room as well.
Agartha - I placed Agartha where it is because the north was sparse and there is more room for it to expand. The band of cold affects the northernmost 3 rows of provinces, so it is escapable. As a compromise for its cold blooded trait I can make the caves around the capital neutral?warm?
What do you guys think?
Just found that part a bit silly, so thought I would point it out. The map itself looks great!