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Templars 3.33

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Re: Templars 3.27

Postby plurple on Fri May 02, 2025 5:51 pm

Okie dokie I will work on it tomorrow hopefully uploading to the beta site as well :D no promises though :P
If you don't have access to the beta site you should ask loutil i think for access :)
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Re: Templars 3.27

Postby SoN!c on Sat May 03, 2025 2:47 am

3.28 (tiny changes)

Changed legend for cavalry into "+3 land range" (as it would not make sense that syrian cavalry could take a Templar ship to attack).
Tiny graph changes and extra ship connection to Roman VII (so both sides have 8 landing points for the nobles for better balance).
overlords got named on the map

large 830x800 (click to see true size):
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small version:

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Re: Templars 3.28

Postby SoN!c on Sat May 03, 2025 4:31 am

Templars 3.28A large: (click to see true size) (+2 range for the nobles instead of 3)

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This is also the first XML edition thanks to Plurple!!!


East Connections, bonusses and names:

CYPRUS
Cyprus +1 bonus if held Cyprus sea fort and "Temple Church" (name)
Temple Church connects to Cyprus and vice versa
Sea Fort connects via templar port connection to ship 2 and outremer 4 + 5
Sea fort bombards ships 1,2 and 3 in east

EGYPT
Egypt +3 bonus if held:

Egypt 1 (5 connections): connects to "The Sultan" (name), Egypt 2, egypt 3 and egypt 4 + Outremer 2
Egypt 2 (4 connections):connects to Egypt 1, outremer 2 and via camel traderoute to caliphate 2 and 4/
Egypt 3 (4 connections): connects to Outremer 2 and 1, and to Egypt 1 and 4
Egypt 4 (3 connections): connects to Outremer 1 and Egypt 1 and 3
Sultan: (1 connection) connects to Egypt 1

GREATER SYRIA (name: SYRIA)
+7 bonus if held:

Syria 1: connects to Outremer 1 and Syria 2
holding the sultan (condition) it connects also to Crusader stronghold, syria 4, outremer 1,2,3,4,5,6,7,8 (all outremer regions) and Egypt 1, 3 and 4

Syria 2: connects to syria 1, syria 4, "syria 3 crusader stronghold", and outremer 1, 3 and 4
holding the sultan (condition) it connects also to syria 5, outremer 1,2,3,4,5,6,7,8 (all outremer regions) and Egypt 1, 3 and 4

"Syria 3 crusader stronghold": bombards syria 1, 2 and 4, connects to outremer 5.

Syria 4: connects to syria 3 crusader stronghold, syria 2, outremer 5, 6, 7 and 8
holding the sultan (condition) it connects also to syria 5 and 6, outremer 1,3,4,5,6,7,8 (all outremer regions except 2) and Egypt 3 and 4

Syria 5 : connects to Outremer 7 and Syria 6

Syria 6: connects to Syria 5 and 7

Syria 7: connects to Syria 6

Egypt + Syria = all sultan "half moon" symbols = +12 "saladin" (name) bonus


EAST NOBLES NAMES:

Noble 1 "Lord de Lion"

Noble 2:"Knight of Aragon"

Noble 3: "Prince of Antioch"

Noble 4: "Duke of Ascalon"

Noble 5 "Baron of Ibelin"

Noble 6: "Count of Jaffa"


WEST NOBLES NAMES:

Noble 1 "Lord de Troyes"

Noble 2:"Count of Flanders"

Noble 3: "Earl of Pembroke"

Noble 4: "Seigneur de la Roche"

Noble 5 "Knight Saint-Omer"

Noble 6: "Barbarossa"

--------

EAST NOBLES connections: +3 range

Noble 1:
ship 1, outremer 1, 2, 3, ship 5 west, egypt 1,2,3, syria 1,2
ship 2, cyprus sea fort, outremer 4,5, syria 2,3,4 , outremer 3,6
ship 3, outremer 6, 7, outremer 5, syria 4 and 5

EAST NOBLES connections: +2 range
noble 1
ship 1, outremer 1, 2, 3,
ship 2, cyprus sea fort, outremer 4,5,
ship 3, outremer 6, 7

so im thinking to change it to +2 range

here is the changed legend on the small version:

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Re: Templars 3.28A

Postby SoN!c on Sat May 03, 2025 6:20 am

3.29 (same map but better lay-out on the bottom legend) and 3.29A (version where the Temples have names). I realy think this is the final version lol:

3.29 large (click to see true size 830x800)
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3.29 small 630x600

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Large 3.29A: (click)
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small 3.29A:
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Re: Templars 3.29 and 3.29A

Postby SoN!c on Sat May 03, 2025 10:04 am

Templars 3.30 (very small tidy up work, hardly noticable) but 3.30 is a way more cool number 8-)

Tiny cosmetic flaws taken care of (like the word overlord has not exact same position in previous version and so on, but again very hard to notice it all). Anyways, this is done! =D>


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Re: Templars 3.30

Postby SoN!c on Sun May 04, 2025 3:22 am

Templars 3.31

Okay, so i got feedback that it needed a few more terrs in the East.. so i added "acre port" (as that sea spot was the only free space left), +1 east ship and extra terr in syria (thats 86 terrs in total and extra terrs for wincon as acre port is a "templar site"):

click to see true 830x800 size:

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smal 630x600:

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balance wise each side has 8 noble landing points, west has a +2 in Portugal while east has +2 in acre port (both 4 terrs regions), both have a +3 in england and egypt (both 5 terr regions). West has 3 other regions +5, +6 and +8 to East +1, +9 and +9 (so both +19 in total)
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Re: Templars 3.31

Postby SoN!c on Sun May 04, 2025 8:26 am

Let's discuss strategy:

First small bonusses are ofcourse the 4 Temples +3 autodeploy. So each side has 2 of those and one (each side) is related to a smal regional bonus (we have Portugal on the West as a first "holdable" bonus, and Cyprus in the East) so that is the key target for both sides? But i imagine a lot of fighting for it aswel, so somebody else could run away with a bone in another place... because on the West side also you have the Paris temple, England and the Sultan (+2 auto) as other first good objectives (if the battle for Tomar is to fierce). On the East thats the Sultan and Temple Mount so each side has all in all at least 4 early targets to choose wisely..

Questions:

The Overlord kan kill the Nobles - should we make the gameplay conditional like All your bases / Antartica so if you lose your noble(s) = your dead?

And what about holding the (entire) Templar fleet, should that give a bonus too?

Should the crusader stronghold autodeploy +1 for balance so each side has 5 "first" targets?
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Re: Templars 3.31

Postby SoN!c on Sun May 04, 2025 10:55 am

Templars 3.32 (with legend that if you lose your coat of arms you are dead), and should be a kill like a neutral so you still start but then die

relocated Acre to its real world position and for having 2 connections for each ship (acre now connects to ship 2 on east side)
+1 auto bonus for crusader stronghold

syria +8 (instead +9) and caliphate +7 (instead +8)

click to see true size


840x800 (click);
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630x600:

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Re: Templars 3.32

Postby iancanton on Mon May 05, 2025 4:58 pm

SoN!c wrote:Templars 3.32 (with legend that if you lose your coat of arms you are dead), and should be a kill like a neutral so you still start but then die

if there is such a losing condition, then a player dies as soon as the necessary region is lost.

SoN!c wrote:2 connections for each ship

why would anyone want to capture east ship 4? it borders two adjacent regions and isn't on the way to anywhere.

SoN!c wrote:acre now connects to ship 2 on east side

put a templar cross beside the region that borders ship 2, as every other templar port has such a cross.

SoN!c wrote:+1 auto bonus for crusader stronghold

is the +1 auto-deploy bonus, which is not mentioned in the version 3.32 legend, the only special attribute of the crusader stronghold?

in the legend, avoid using the confusing term regional bonus, as this is too similar to region bonus, the bonus for number of regions held.

to improve text legibility, i suggest using roman instead of italic text, while changing the font colours from white and red on black background to black and red on white background. for a similar reason, black troop circles will not work well for the blue player.

ian. :)
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Re: Templars 3.32

Postby SoN!c on Tue May 06, 2025 3:49 am

okay so here is 3.33 where all that is adressed (click to see true 840x800 size):

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If you lose your coat of arms their should be a penalty like a -2 bonus or something?
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