So far maps vary in ammount of natural ressources, treasures, access to trade, natives, bandits, extra starting buildings …
What if there were also mapspecific effects?
some examples:
Amazonia - tree yield +25%
Hungarian Plains - gatherrate farms +5%
Bayou - global unitspeed -5%
Arctic territories - unit hp -5%
Sahara - LoS -0.5
Australia - all units get poisondamage all the time… ok jk
Just to be clear: i dont say devs should 100% absolutely add such effects; just wanted to share this idea and read your feedback ^^ maybe something for the next community map contest, a special event map or a mod? If you have fun effects in mind, pls share aswell
Yes exactly
I wanted a more passive bonus that also reflects the nature conditions on those maps and also include some debuffs
Bayou = swamp → malus on movement
After the premiere of the Baltic DLC, I think that on the Vistula Basin map, the entertainment should begin with the Folwark building. And while on the topic of this map, I see potential for 3 new maps from the regions that, at the moment, this map covers:
Prussia - a map full of lakes and forests. Few resources for Coin mining.
Upper Silesia - map with river and huge coal reserves - potentially with Mining Shafts (brand new building, which I proposed for the Prussians civ).
Lower Silesia - mountainous map with river. There would be Forts on the mountain tops. Resources of copper, silver and gold.
Yeah, in this case i would also prefere ‘choice’
Would it be possible to apply this effect only while walking through shallow water for example? Or would that be too messi to code?
This would cause no issues, though it could just as easily be done by giving the tree type more wood. It would be a small wood boost to most of South American, which also wouldn’t be bad.
No issue here imo (for Sup), though maybe a small one in treaty for Fur Trade civs who would get an outsized buff.
Sounds annoying, also would be an outsized nerf to melee units who would be most impacted. This would likely result in a fairly major boost to falc pushes vs civs who need cav to kill them.
This I fear would throw off numerous Breakpoints, and could be a major issue that would crop up in random MUs.
It would actually make a lot of sense. Assuming they are gigantic tropical trees.
There could even be trees that are a source of currency, like the Pau Brasil which was used for a more special purpose, like textiles. Or rubber trees, as a source of indefinite currency.
But all of these would not actually be map modifiers as proposed in this forum. So the fact that trees yield more would be appropriate.
I think this will only lead to players stopping playing certain nations on certain maps. And that in random, nations that depend on effects will either win or lose with 100% probability on certain maps.
I don’t even like the current treasure system. I once found a treasure while playing for the Russians that reduced the cost of food for everything by -5%. That is, I raised the centuries faster, 1 of the three settlers in a pack cost only 5 food. I got a discount on strelets and recruits, just think about it.
So if someone picked up such a treasure, you can just resign.
Its super small ammounts (>= 5%) and mostly bonuses that dont benefit civs more than others. If you loose because your opponent is more capable using +5% on farming, its a skill issue, sry
I only see fringe cases where 5% hp make a difference with breakpoints, as Kingfisher1787 already pointed out, but the majority shouldnt be the reason why you are losing/winning. There are already mapspecific effects that are way stronger.
Actually, no. With equal skills, these 5% will be decisive. People here have proven to me that 2% HP per team card for the Maltese is a significant advantage.
Everyone gets the +5%, so there is no advantage.
The difference to maltas +2% is, that only one team gets them and it stacks per team card and is not a flat bonus
15% from Portugal and 10% from the Dutch, a normal bonus. Doesn’t bother anyone. But that’s a separate topic.
People learn timings. This will be very inconvenient for experienced players and will scare off new ones because it is not clear what to expect. On each map, going to age 2 with a different number of settlers - who needs this, seriously.