@Cernel said in Map colors in map.properties:
@RobbyPants Another suggestion may be that you search in internet for free fantasy maps, so you can draw it shadowing that, then use that map as the base for the relief thereafter, that can achieve very good results at relatively modest graphical skills.
For my, my concern is more the time it would take to make the tiles and being able to make a map that's "good". I'm not so worried about the difficulty of it.
The thing I like about the Classic and Revised WWII maps is that they have some natural choke points, and the value of certain territories leads the factions into fighting over them. I kind of like looking at the differences between the two maps because of that. I want to make sure that any map I make would be interesting to play and not come off like a chessboard in the middle of an ocean.
@Redrum @Cernel Thanks for the help guys! I have chosen to just use the last set of conditions and triggers made by Redrum. They seem to work as intended. I must admid though that I don’t really grasp the technical process happening in those triggers. Maybe if I studied them for some days, I could realize how they work
There is a territory in Russia. If Russia holds it, Russia gets 6. If Germany,Italy, or another enemy take it, they only earn 3.
You have two ways
The territory's production is set to 6. You create a national objective for all enemy nations that generates -3 PUs if they control this territory.
The territory's production is set to 3. Russia has a national objective that gives an extra 3 PUs if it holds that territory.
Look at the Pact of Steel 2 XML to see examples and how to make national objectives.
Depends on how you value territories. Strategic/geographical and morale boosting to a countries people can(usually is) be a determination of value also.
Obviously, from a raw material stand point, midway islands are not worth anything. From a strategic point, quite a bit.
Just depends on how you want to do it. "World in Flames" is supposed to be the best WWII game for realism. Sadly, I've never played it and last I checked, no longer an online option.
@CrazyG Well mostly the good habits are the opposite of the bad ones
But I think the key tends to be that there are a lot of options so you get a good variety of moves/buys turn 1 and the map plays differently every game. You want some randomness as well but not huge 50/50 battles that end up deciding the game the first round. Generally having some interconnected threaters of war helps make it so each player has different options on what to focus on.
Many maps don't actually do this very well and most of the moves are no brainers. NWO/WaW/TRS are examples of really bad initial unit/factory placements as the first 3-4 turns play out almost the same way every time to the point I've seen players take a save at say the start of turn 3 and just play from that again and again.
Probably TWW and Civil War have maybe the most interesting initial setup options as they tend to play out pretty differently every play through and almost every player has a different preferred opening. Once you get to UK1 in TWW, things can have played out pretty differently and the UK has tons of options on what to focus on (pressure France vs pressure Scandinavia vs support Egypt/Med vs support Southeast Asia) as well as what to build.