Map Generation Balance Issues

Yup, he’s upset that he played a map that is called king of the hill, and let his opponent win the race for the hill and was unable to contest it during the 10 minute sacred site timer, which is the design of the map, and is blaming his loss on the map design.

I think you may be missing something, yes. This series has always had random maps, but those maps have always been random within a consistent margin such that the maps spawn all major features (mines, berries, hunts, coastline, trees, etc.) in relatively equal ways for the different players. So it isn’t totally random in the sense that Player 1 gets a random amount of nearby resources and Player 2 gets a different random number or in the sense that one Player’s map location is dramatically constrained compared to the other, etc.

Example of two seeds that are totally broken in 1vs1 matches:

  • 1cf7913e (Mongolian Heights): One side of the river has 12.000 of gold and 1 relic, while the other has 28.000 (x2.33) and 4 relics.

  • 69dbd422 (Mountain Pass): One side of the mountain has a market, but the other doesn’t.

Of course these are not the only broken ones, but I hope that these can help to illustrate the problems with the map generation.

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Thank you @DARKJACKERc! Map seeds are super helpful. We appreciate the report!

Map generator is completely broken and needs a rework. The amount of games that I won/lost on 1350+ elo due to a broken map generation is not funny and not fair.

Check this screenshot for example:

My opponent have 6 gold veins, 2 of them are large ones. I have 3 in total. Also opponent have more wood and stone, 18 sheep (vs 8 on my side) but it is not as important as gold. How it is possible to generate map like that? Don’t you check respawn sites and allocate equal amount of resources?

After seeing such map there is nothing I can do to win it against equally skilled opponent. It kills all enjoyment, I don’t want to continue playing when win/lose is decided before match even started by your broken algorithm.

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Map seed: 17120293

Hope you will fix this issue soon so game could be finally playable. Thanks.

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While I understand the need of fairness in competitive play, I don’t get the complaints when it is for fun. Isn’t it more fun and rewarding to win and strategize on a map where you are at a disadvantage? Let’s not fall in the same mistake we fell with Arabia in AoE2: Once it got very fair, everyone hated it.

Just saying. Fair maps is a tricky thing. The more fair, the less fun.

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It also rewards better macro players who scout properly and lay out a booming eco no matter the distance of the resources. Granted, maps where you start with no gold is unacceptable. I mean as long as both players start with a woodline, berries or deer, and a gold vein. The games will be competitive, assuming you know what you are doing.

Thank you for the report @Salmondx! The map seed is super helpful. We’ll check into it. Appreciate it!

But infantry can. Is this intended?

Seems reasonable to me.

I encountered a similar issue, except with siege engines. Had a ton of siege engines produced in home base and tried to send them over to take out the enemy wonder, but only the infantry/cavalry could get through the mountain pass; siege engines couldn’t get through. Completely foiled the plan. Attempted to send villagers across, build workshops and build new siege after deleting the old, but it was too slow and the resources were already spent.

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I mean, Hannibal showed elephants can move through mountains.

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Yeah sure, unless a passage is just too narrow.

I understand the realism aspect here, but its seems pretty busted from a game play perspective.

What do you want them to do? Give elephants the same hit box as infantry? Complicate map generation by preventing passages below a certain size from spawning?

Complicate map generation by preventing passages below a certain size from spawning?

Fix map generation by preventing passages below a certain size from spawning. This, yes. Fix map gen so my spawn gold doesnt spawn on the wrong side of the mountains as well.

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This I agree seems very important.

This does not. I don’t see why there occasionally being a narrow passage only infantry can manage is a problem. It’s just an interesting aspect of that map. Use it to your advantage or prevent the enemy from doing so.

Its only “interesting” when the bug doesn’t lose you the game. My opponent was dead. There was enough room to wall the passage, but not pass three elephants through with the rest of my army? I couldn’t destroy his keep as a result. Its a bug.

Why would you call this a bug? It’s only a bug if the intended behavior is for it not to be possible. I see no evidence that is the case. Elephants have bigger hit boxes than infantry, them not fitting in a space smaller than their hit box is not a bug.