Title. As a player who has played multiplayer 2v2, 3v3, and 4v4 Nomad continuously for at least 7 years now, the state of Nomad on the “Definitive Edition” has been disappointing to say the least.
At launch, the map had almost no gold on it, and massive mountains preventing players from quickly placing their town centers. Then the gold issue was fixed, but the mountain issue persisted for a long while, and now, the mountains are removed, but much of the map’s identity and strategic options have been removed alongside the mountains. Here’s what I mean:
I would take more screenshots of DE nomad seeds, but apparently generating 8p size maps with 8 players in the scenario editor results in the game crashing to desktop on the second generation. Definitive indeed.
Fortunately, there is little information lost from this, as the current Nomad.rms file results in nearly identical nomad generations every time.
The middle water, while once often expansive, and sometimes even separated into multiple sections, is now always small, and often insignificant.
The landlock, i.e. the portion of the map where the land and the edge of the map meet, previously a key part of strategizing when playing Nomad, is now wholly nonexistent. Every game, experienced nomad players would ask their team “where is the landlock?” or they would flare the land lock themselves if they found it, because it provides key information for players to make strategic decisions. Why was the landlock removed from the game? The same thing can be said about the middle water, where players might have once asked their team “is the middle water big?” now have that question answered for them, as it’s small almost every time.
Now, the combination of villagers shorefishing at docks (so they can make 2nd and 3rd docks nearby consistently) feudal age fire galleys, and no landlock, has turned the game too often into a race to circle the entire map with docks and fires. Water was always an important component to Nomad, but it was never this one-dimensional.
I ask the devs to return Nomad to something more akin to its original state, where each Nomad seed felt truly unique, with the landlock and middle water variability being a big part of that.