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  #1  
Old April 13th, 2004, 08:31 PM

Crandaeolon Crandaeolon is offline
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Default Arduria map + a new one in the works

Heya to all!

Feels like it's finally time to un-lurk and make an attempt to be productive.

Here's a map that I banged together during the Easter holidays. It's not all that artistic, but it'll have to do for the moment.

The file is temporarily located here: dom2arduria.zip
Download size is 20 megs... the TGA is quite high-res. Here's a preview:



And finally, some design notes.
---
188 provinces, 6-14 players. Optimum could be around 8 to 10.

Arduria is the larger of the two better-defined continents in my longstanding roleplaying campaign. Its history suits the Dom 2 backstory well; a great empire fell and spawned a number of splinter nations. These nations then started rather messy wars with each other until a group of godlike beings, the Immortals, arrived to stabilize the region.

The Dom 2 -customized map omits the arrival of the Immortals and lets the wars continue. The dominance of an undead magocratic empire in the West Mass was removed (though Ermor would fit the bill nicely in a scenario) and the sea nations were added to the mix.

Originally, the continent was formed according to fairly realistic principles. Most of the population are located in the mediterranean or temperate climates, while the mountaineous, swampy and cold regions are less populated. Major cities (=the various capitals) are in particularly rich or well-connected provinces. For Dom 2, I spread the population more evenly, though the central lands still ended up richer than other regions. I tried to balance this by the placement of starting points and victory points; the richer regions have more competition and are further away from the neutral victory points.

Natural features influenced province borders heavily. As a rule, rivers are crossable but wide lakes (that are too small to be considered inner seas) and tall mountain ranges are not. If two provinces share a very small border, they are usually considered neighbours if there are no terrain features at or near the border.

There are 12 land and two sea starting locations on the map. It is possible to have more than 14 nations, but they will start in randomly assigned provinces. The absolutely worst provinces and neutral victory point provinces are non-startable.

The default victory condition is by victory points, though it is not enforced by the map file. Each start location is worth one point, five neutral provinces are worth one point each and one neutral province is worth two. That's a total of 21 if no additional points are used. I recommend using a victory limit of 11 points.

Each of the neutral victory locations has a pre-built fortification. The two-VP province has a population of 50000 and some additional troops and commanders, and should be reasonably troublesome to conquer.
---
If you decide to give the map a whirl, any comments (especially constructive ones) would be much appreciated.

UPDATE: to reduce possible balance problems due to the behaviour of neutral troops defending castles, the neutral VP provinces were downsized to medium size and the #population modifier of the Forge was removed.

Get the new .map file from here: mapfileonly.zip

[ May 04, 2004, 18:49: Message edited by: Crandaeolon ]
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  #2  
Old April 13th, 2004, 08:44 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Arduria map + a new one in the works

Looks nice!

In what RPG does the campaign take place?

Do you want us to place the map on the illwinter page?

Looking forward to the other continent
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Old April 13th, 2004, 08:50 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Arduria map + a new one in the works

Looks good so far.

Quote:
Each of the neutral victory locations has a pre-built fortification. The two-VP province has a population of 50000 and some additional troops and commanders, and should be reasonably troublesome to conquer.
That can be a problem. An independent province can have its castle taken by a scout. All troops there are considered on defense mode (inside the castle).

I have that problem on my maps all the time. Im hoping for a command that will assign troops to patrol, or allow defence points for independents.

[ April 13, 2004, 19:52: Message edited by: Gandalf Parker ]
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Old April 13th, 2004, 08:54 PM

Crandaeolon Crandaeolon is offline
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Default Re: Arduria map + a new one in the works

Quote:
In what RPG does the campaign take place?
I've used different rulesets, at the moment it's running with D&D 3rd edition rules.

Quote:
Do you want us to place the map on the illwinter page?
Yes, that would be great. Then I wouldn't need to worry about keeping it in my own space for an extended period.

Quote:
Looking forward to the other continent
Hmm... I wonder when the next holiday is?

Quote:
That can be a problem. An independent province can have its castle taken by a scout. All troops there are considered on defense mode (inside the castle).
But you'll still have to siege the castle in order to take it, right? I thought that victory points belong to the faction controlling the castle? (I'm pretty sure it was said somewhere...)

[ April 13, 2004, 19:57: Message edited by: Crandaeolon ]
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Old April 13th, 2004, 08:54 PM
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Default Re: Arduria map + a new one in the works

But the VP is not taken until the fortress is stormed. Income-wise it might be a problem though.
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Old April 13th, 2004, 09:15 PM

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Default Re: Arduria map + a new one in the works

Quote:
But the VP is not taken until the fortress is stormed. Income-wise it might be a problem though.
Hm, that's true. Perhaps I should reduce the size of the VP provinces to alleviate the income problem... at least the 50k population one will need to be downsized.

UPDATE: Did a quickie fix. The neutral VP provinces were downsized to medium size and the #population modifier of the Forge was removed. Here's the new map file: mapfileonly.zip

The whole package was updated too.

[ April 13, 2004, 21:06: Message edited by: Crandaeolon ]
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Old April 13th, 2004, 11:54 PM

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Default Re: Arduria map + a new one in the works

Quote:
Originally posted by Gandalf Parker:
I have that problem on my maps all the time. Im hoping for a command that will assign troops to patrol, or allow defence points for independents.
This is a very good idea. It's very annoying that you essentially can't put castles in the wealthy independent provinces that presumably would have them.

Some sort of #patrols perhaps, to make a particular leader and his troops as outside a province? Ideally independents with castles would always have additional patrollers.
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Old April 14th, 2004, 01:14 AM
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Default Re: Arduria map + a new one in the works

Patrolling would make sense, so long as independents are excepted from the "patrollers removing unrest kill pop" because otherwise there'll be problems once somebody's dominion reaches them.
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Old April 15th, 2004, 06:25 PM
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Default Re: Arduria map + a new one in the works

Quote:
Originally posted by Crandaeolon:

Here's a map that I banged together during the Easter holidays. It's not all that artistic, but it'll have to do for the moment.
The really cool thing is, my Easter holidays are just coming

The less cool thing is that I've got a lot to do the next week
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Old April 16th, 2004, 08:34 AM

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Default Re: Arduria map + a new one in the works

The map looked very cool, but when I tested it and saw many problems there. Many neighbohor provinces weren't connected, and some starting places were many times better than others.

I started on the grey place at south, and all provinces had income 2-10 so I had almost 20 useless coastal provinces and I lost immiadately when atlantis attacked because my income was only 200, and 100 came from the capital.
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