Ancient Empires: 222 BC
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@Name Well, you can use canal attachments to simulate some aspects of rivers. For example, you could make it so some units couldn't attack over a canal (only non-combat move over them) by using
canNotMoveThroughDuringCombatMove. But yes, currently you can't have say a attack penalty over them like you can with territory attachments though this is something I'd eventually like to add.You could also create a system like civil war where the rivers are actual territories and you have to build bridges. Then you could have negative isMarine values to simulate lower attack power.
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@redrum Then I think it makes most sense to add (many) rivers in detail and when/if you add something like this update the map to use it.
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@Name I believe everything discussed thus far is already achievable.
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@Hepps I was talking about the penalty when attacking over rivers thing. I'd rather not use canals for rivers, or buildable bridges.
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@Name Gotcha! I missed one sentence.
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@Hepps I think I wasn't too clear anyway. But the coastline calls for short replies:p
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@Name Coastal design is a cruel mistress!
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@Name But despite her demands... fulfilling her needs feels somehow just right!
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@Hepps Yeah like 4 or 5 hours of work already and I might be at half of it done? Still feels kind of good to give it attention, and being pushed to improve the map in general:)
Here's a sample (ignore the dots on the wrong side, I'll mass fix them later).

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I took a break from the coastline to try some things. What do you think about this style of borders and rivers?

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@Name So if you have put the river into the base map are you intending to make the connection between the 2 territories impassable?
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@Hepps No, it would be just a normal border. Then if at some point attack penalties over rivers are possible, I'll add those.
I wander if I should further extend rivers into terriotiries, or only use those (or their parts) that are useful as borders. In the example above the real river should probably extend a bit into the Sparta region.
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@Name The image looks great BTW... a dramatic improvement.
It is really hard to say if or how that feature would be implemented. I would lean towards removing the rivers from the base map image and simply add them to your relief layer.
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Talking about rivers, are the Dardanelles and Bosporus straits going to be treated as rivers, that now would mean simply being a connection?
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@Hepps Thanks, I had good advice:)
Any good reason they shouldn't be on the core map? I think it won't be hard to understand that rivers are just decorative/normal borders. And then if at some point I can improve their function, they will be ready in place.
@Cernel I'm thinking to just treat the Propontis (Marmara) Sea as every other sea territory. So you would need ships to cross.
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@Name said in Ancient Empires: 222 BC:
@Hepps Thanks, I had good advice:)
Not often I hear that.
Thankfully it is in writing... so I have evidence for my wife! 
Any good reason they shouldn't be on the core map? I think it won't be hard to understand that rivers are just decorative/normal borders. And then if at some point I can improve their function, they will be ready in place.
I guess it really doesn't matter as you can just ignore these "Territories" while doing the map making process. In fact it is likely better that you leave them... because if you need a territory for the river if/when this were implemented... they are already there. If you do not they can be left ignored.
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@Hepps said in Ancient Empires: 222 BC:
I guess it really doesn't matter as you can just ignore these "Territories" while doing the map making process. In fact it is likely better that you leave them... because if you need a territory for the river if/when this were implemented... they are already there. If you do not they can be left ignored.
I did not completely understand this.
Btw I thought of a rather complicated system related to territory effects and combat, that might be possible add. Credits to @Cernel for inspiration through an older post.
Say we have regions with a "mixed" terrain and various leader units.
Then depending on some attribute of a defending (?) leader unit there would be a chance to choose among various terrain types, some favoring defending units. Then change the territority effect to that, until battle is over, then revert it. Or if we could compare attributes between attacking, defending (and no) leaders to determine chances, it might be even more interesting.I probably won't add something like that, at least not for a long while (and not sure it's even possible), mostly throwing the idea for general brainstorming.
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@Name said in Ancient Empires: 222 BC:
@Hepps said in Ancient Empires: 222 BC:
I guess it really doesn't matter as you can just ignore these "Territories" while doing the map making process. In fact it is likely better that you leave them... because if you need a territory for the river if/when this were implemented... they are already there. If you do not they can be left ignored.
I did not completely understand this.
So with it drawn as is... you would be able to click on this in the map making process and actually make it a territory. If you simply ignore it then it will become nothing when you are playing. Hovering over it while playing will yield nothing. But you may have to manually add the connections between the adjoining territories as the auto connection finder will likely not recognize all three of the territories are meant to connect.
Btw I thought of a rather complicated system related to territory effects and combat, that might be possible add. Credits to @Cernel for inspiration through an older post.
Say we have regions with a "mixed" terrain and various leader units.
Then depending on some attribute of a defending (?) leader unit there would be a chance to choose among various terrain types, some favoring defending units. Then change the territority effect to that, until battle is over, then revert it. Or if we could compare attributes between attacking, defending (and no) leaders to determine chances, it might be even more interesting.I probably won't add something like that, at least not for a long while (and not sure it's even possible), mostly throwing the idea for general brainstorming.
Interesting, I will have to ponder this.
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@Name Here is a visual of what I am trying to explain...

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@Hepps Auto connection finder? I've been adding those manually in the XML. Does it work for land to sea and sea to sea as well?
More ideas:
- What if the river is assigned a territory, only to consume movement? (I probably won't use that due to visual and other concerns but it might evolve to something interesting). Fast units could cross it at once, slower ones would lose a turn.
- The river could be assigned a territory, only as flavor, displaying the river name on mouse-over.
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