New (balanced) Arabia Map

I still think the solution for drush fc and the lack of feudal play would be just to make castle age 10-20 seconds longer to research. It’s quite easy to achieve, nobody needs to change arabia to a different map.

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The hd did, while using the wk version on voobly, it was using the ported map from the hd, you can look at it within the mod files.

Oh, you’re right, the HD script actually has a couple of minor changes to it.

  • The starting Sheep are 9-11 tiles from the TC instead of 10-12.
  • Deer, instead of spawning from 14-30 tiles, have a 50/50 chance of spawning 14-22 tiles or 23-30 tiles for all players (so less variation in the distance from player to player), and the number of Deer is set to either 3 or 4 for all players instead of individually for each player.
  • The extra berries are bugged and do not spawn on larger map sizes.
  • There are no longer extra groups of Deer spawned far from the players.
  • There are 3000 tiles of elevation 7 on tiny maps instead of 6000.

Then except for HD’s script having support for Ludikris sized maps, HD’s script directly including the land resources file and removing the non-Arabia biomes, and a few comments that are changed, the scripts are essentially identical.

The only one of those changes that looks like it would have a significant impact on the gameplay to me is the reduction in elevation for 1v1s. I’m actually surprised that I’ve never seen anyone comment on that.

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Depends what you mean by 2 TC play the two TC knight play can be good but it’s still not as good as one TC knights, can be done though. Two TC if you plan on doing mangonel push is shockingly bad though, this is what I thought you meant by a mix of all in and pure boom. From the games I’ve seen all in can only be done by 1 TC with siege or by 3 stable knights. Two TC only possible if you took huge lead earlier on. There’s two ways to win in this game by taking the eco lead or taking the military lead doing both under normal circumstances doesn’t work as an “all in”. If you plan on ever doing an all in with siege with two TCS it’s just bad and in that situation if you are forced to add third TC because push didn’t kill then you are probably dead from being far behind in eco. I’ve seen games where pros one TC all in doesn’t work and then they realise only one last try is add eco but generally they get wrecked by other players imp.

If a all in failed then its gg no need to talk about that

But again you are middle ground which is often used as 1tc then 3 quite quickly and no you dont need to place tc as possible or are forced into all in you can being delay by like 10 vills without problem, if you have control map your eco are safe opponent’s one is not and you’ve got initiative by using your hills to protect yourself without risking daut castle or some vills losed or you can add a siege workshop / castle later after 3tc to make preasure and disturb opponent’s eco again this play is agressive an not a “all in” and very used and trust me this one is very popular on the new arabia where on the old it was to easy to just ignore it thats the problem of old arabia where you were forced into extremes everytimes and the strategy very limited.

In fact this is not number of tc which is important but what priority do you have and how you use it

Another play again common is doing 1tc push but when you begin to make damages instead insistinh its time to add tc and you wont be late in eco even possiblely be ahead
You kill and make idle with control map and you boom behind it while keeping your army alive its one of the most common strategy.

If your clain is true why in arena dont we only see fc pure booming and all in ? And instead see a meta which is fc make some army prefably scout or xbow or uu to gain relics and control map THEN booming its also quite often see that even if no relics is still on the map that the player without control map continue to invest on army to get it.

You do see FC booming all in on arena the point of that strat is to give up all relics let opponent make army for relics which slows down their boom a lot and wipe them out early before the lack of relics becomes a big factor. Don’t get what your point is though from the arena point I don’t get how it relates to Arabia all in/booming. so do you think 2 TC all in > 1tc all in / 3 TC boom crossbow?

I did not say that pure booming on arena is never seen or if i did my bad, we do see it but its not the meta.

As for the 2tc all in etc that is not the question i explained that number of tc is not fixed and so you can get only 1 to install your booming or going for 2 3 etc and add some army at some point or a siege forward to presure your opponent nor of these strategy is all in nor pure booming thats middle ground.

The arena point was to explained that being late at few vills but have control even on a very closed map is strong so imagine on a open map which is more subtil too see but still very strong

I feel with two TC with siege all it does usually gives you better castle position only really worth it if you can castle drop a TC. Otherwise you just get outboomed and trebbed while they get their raids in assuming they survive not saying it can’t work but not optimal if your going for siege with two TC. Works better with knights or UU. Siege pushes by default must be 1 TC because you can’t afford all the wood cost of two TC plus siege plus army. In the time you get a decent threat in which typically is later than if you one TC their window of vulnerability at start of castle age is gone and even if you do do significant damage it doesn’t matter as much because they are so far ahead at that point. If you add another TC it pretty much means your giving up on attack and GG. Two TC is often more challenging with siege cos of more eco focus than just microing mangonels and one TC. So by going 2tc siege over 1tc siege you give up more attack time/less mangonels as fast tougher to balance eco and mango micro way more likely to lose mangos from this, you are forced to at least take out a TC to just make it worth it and that’s just too hard with two TC opens even if he repairs a lot he will have better eco. If you go mangonel knights which is needed for killing TCS realistically unless double siege workshop with monks or pikes well you can’t afford any of this on two TC opens let alone by adding 1tc whereas you can afford all this with 1 TC. But then you wouldn’t call this two TC play an all in its only going to distract slightly. You can’t do damage with this their TC won’t be taken done most likely and definitely won’t if you go third TC. Last time I saw this strat work was Hera Vs lierrey in red bull Chinese Vs Frank’s two TC knights siege monks and add third after I think if I remember right he added third but the only reason he won was from a hole in woodline that lierrey scouts did huge damage. Seen Hera and viper easily defend Vs 2tc but 1 is truly tough

I think you don’t understand what i mean, i don’t said that it’s a good thing to push someone while creating tc in the same time, i said that you could add tc in later stages of the game when your push (on 1tc) is doing some damages instead of just adding more and more army which is not necesarry.
This way even is your opponent can get ahead of vills , your economy is safe and for him he should invest as well to defend and he cannot expend as he wants not to mention idle and villagers killed or building lost.
Numbers of villagers is not the only one thing that tell you if a economy is good or not if you 80 vills vs 67 but you are forced to repair your tc getting some idles and cannot take stone and 2nd gold that is not a good position even at pure eco side.
That’s why that is not at all a “all in”.

Exactly !

Ok 2tc all in better than 1 TC all in I get it now

right now, I would say just follow the Hoang way, with the current Arabia map… it’s like as if it was designed by Hoang himself :smiley:

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there is no play better than other just basing on some situations some are better or at least less greddy and easiest to do so, still 1tc or even not producting on 1tc can be viable if it make you a occasion to close the game quickly but it’s very risky you said it yourself if the push is rebooted it’s gg.

I will be very general and simplified but my point of view in this game if you get control map in feudal then you can add tc quite quickly or doing a siege at the hills of your opponent especially if this one still playing the economy while no control map.

If you don’t get control map in feudal then gain it by doing more army (or any tech like ballistics or a combo whith pikes or monks or siege) then it completly depend on the opponent’s reactions.

If your economy is very bad at the early castle especially if you opponent is lacking control map then it’s quite good to go for as you said before a 1tc play which has the goal to end the game quickly (so an all in) it’s a good way to comeback when you are not in good situation at all i think.

That’s my point of view from how reacting and choose your strategy and again it’s very very simplified.(not takings civs matchups or units mades or simply feeling etc but that is a think quite correct).

There is player which could have different reaction and that’s can be perfectly viable, i don’t pretend myself to have the better reaction but straight 3tc and staying on 1tc all the game is definetely not the only thing you can do.
And to comeback to arabia i really feel like , this new map adding both more strategy and both more openers other than the maa archers and the extreme booming or agressing play ( i don’t like at all the term all in which is often used for any strategy which is agressive i thhink hahaha)

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the new arabia plays like a bad atacama wich is “the” aggressive map
i had a lot of games now just decided by who has the maingold in the back and thats it

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the new arabia maps sucks. It’s just open in middle so every game is just fight in mid

Has anyone noticed that even Hera doesn’t liked the new arabia after playing on it for a while and demanded to set it back to the old one?
And he is one of the most well known advocates for a “more agressive” gameplay…

Just wanted to mention this.

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I would have the balanced Arabia be similar to new Arabia, but more the mines closer to the TC, make at least 1 of them spawn on the back, make none of them spawn on hills, prevent berries spawning on hills, move hills further away from the TCs, then bring the side and back woodlines closer, and add 2 woodlines on the front to allow walling, but have them be smaller woodlines so less desirable. That should allow your drush because it is still open, then wall and FC because walling becomes easier, tower rush can still deny stone/gold and now forward woodlines, wall and boom becomes more of an option due to it being more possible to wall. Keep any small water things or cliffs from generating like they did in the old Arabia. That is how I would fix it.

I think a lot of players feel that way. I also LOVE going aggressive early.. but it does get pretty old if you do it literally every single game

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Yeah i noticed him talking about this on his stream.

Anyone try actually making thier own arabia map? Upload it and make is so popular the devs have no choice but to use it. That’s the only way you’re going to get the changes you want, make them happen yourself.

WDYM FC is not possible? bro just go to castle age lmao