What map settings do you like?

The more I'm playing the more I'm realizing that tuning the map settings makes for a drastically different game.  What settings do you like?

 

Currently I am using:

Map Size: Huge

Players: 7

Enemy sovereign AI: Ridiculous

Quests: plenty

Monsters: Hard

Monster freq: dense

 

So far this is allowing me a decent amount of time to expand out and build my stuff before hitting the AI, which will usually be significantly more powerful than me at first meeting, but not so powerful that they will immediately face roll me.  The dense monsters and high quest frequency allows me to build more powerful heros. 

Anywho, what do you like?

 

20,279 views 14 replies
Reply #1 Top

I've been playing Huge and Irregular shaped maps recently.   I like the variety and not knowing where the map will end.

 

From this mod:

https://forums.elementalgame.com/446059/page/1/#3378984

 

I also use dense monsters and frequent quests.   I've turned down Random Events to few though as I play epic games and getting the Plague and hordes of skeletons every single game after only a few turns was getting old.

Reply #2 Top


- I prefer Large or sometimes Medium to Huge, but only because of pathing issues (that is, sending my troops anywhere on the map often results in chaos, because their path becomes blocked by some non-hostile unit or structure). Too large a map and I also have UI issues.

- I always set Resources to "Sparse", because otherwise I almost always have a plethora, at "sparse", especially on smaller maps, I often find myself in conflict.

- I keep Monster Density and Quests to Standard, because otherwise my champions become too powerful.

Reply #3 Top

Medium map with default number of AI players. All setting to normal/average, except wild lands and monster density which is set to the maximum.

Reply #4 Top

I'm one to prefer small to medium maps.

 

Even when I use to play Galactic civ2 I never got to the end of the tech tree. My games would always end before.

 

When it's to big it gets to long and boring, taking care of all of those towns takes more time than I like.

 

When I have more than 10 towns I get frustrated.

 

I would enjoy it more if the AI was more difficult.

 

I've not played many LA I have left everything on default for now.

Reply #5 Top

Quoting onomastikon, reply 2
plethora
End of onomastikon's quote

 

lol what a word, had to look it up.. but anyhow - i'm not a native.

 

but i like your idea! - i have to try less ressources too - i agree that there is too much of everything on bigger maps.

Reply #6 Top

If you change the frequences during set-up, will the pre-made maps (from DLC) change their density of resources? Or does the resource/magic/monster-setting only affect random maps?

I want to try out some different map-settings - as I now understand can change the balance/game-experience - but if possible (?) also use a pre-made map.

Reply #7 Top


I tried hitting CTR + N a few times on the DLC-map Curgen's something. It seemed to produce different resources and even the tile yields (to my surprise) was different on the same staring position. So it seems even the tile yields can be random.

Very shortly after starting on a good spot on the map,  I realized I was squezed between two nations, the sea and Wildland. This was very early and I saw two Pioneers coming from the enemies. This would limit my space to a very small land (on a large map) so I thought "to hell with it". My Sov and first Champ each had a fresh Cavebear (as I'd been very lucky there at least) plus Sov's Militia and Spearmen. I declared war and killed the Pioneers. Then I marched to their capitals (and only cities) and to my surprise took them without problems. So a bad start turned changed to an excellent start. (This is only at challenging AI-level and difficult+2-monster-level and I'm working my way up the difficulties...) :) 

Reply #8 Top

Quoting NeoNick7, reply 7
So it seems even the tile yields can be random.
End of NeoNick7's quote

Yes tiles may be different depending on additional srtuctures which randomly generate within your starting territory. If you save your game before casting "revive the land" you may notice that sometimes different tiles appear on the revived territory.

But if you surround you starting location with some structures, for example, ancient tower, crestals, clay pit, gold deposit, you will always get the same tile which you see in editor.

Reply #10 Top


When playing on a large map next time I will turn down the resourse-frequency. I would rather have them scarce so it's something to fight for. And if you miss the outpost-race you instead have to make a lvl 4 Fortress produce metal or a lvl 4 Conclave produce Crystal.

But I see Primal_Savage use frequent to help the AI. Hmm, perhaps I should consider that aspect.

Reply #11 Top

I think I will never play random maps. AI may start in a poor location and the game will have no challenge.

Next time I will use the editor to generate a medium fertile map for 6 players. I will manually put starting locations in best places.

There will be two teams: 5 Kingdom players (me and 4 AI at Challenging level), so that I could buy exclusive things from them; and 1 Empire AI at insane level. This will be Trogs (Warrior caste (+1 exp level), Lucky, Tough, Quick, Masterwork chainmail, Uneducated). Trog's behaviour seems to be the most aggressive of all AI and they specialize in research of new weapons and armor asap.

These Trogs will have three strong heroes, hordes of mites and some banshees from the start to explore quickly and have better rating to prevent from signing non-aggression pact with human player.

Trog's starting location will be placed in the best region for expansion (center of the map). Kingdoms will start in some safer positions (left side of the map) so that they could last longer. I would place some additional warg dens, clay pits and wild grain in Torg's territory.

Trog's sovereign will be Armorer, having Death and Earth magic (for better production), +3 Attack and +1 hit point per level.

Other settings will be the following: all on dense, monsters on Easy to make exploration stage quicker and making monsters less harmful to AI.

I hope this will be a good fight!

Reply #12 Top


"Teams" don't currently work well in 1.3. Despite that, you should have no trouble in crushing the single opposed AI under your feet. Consider having 3 opposing AIs as a "Team" (don't expect teamwork) set to Expert or Hard, with you alone.

Reply #13 Top

Quoting onomastikon, reply 12
Consider having 3 opposing AIs as a "Team" (don't expect teamwork) set to Expert or Hard, with you alone.
End of onomastikon's quote

Is there any difference between 3 AI opponents as a team or just separate? If I have high rating I can sign non-aggression pact and live comfortably. If I have no weak allies I'm free to expand. While when I'm surrounded by  my allies, I have less freedom of expansion, while that singe opposing force will grow considerably. I think that all aggresiveness is deteremined by player's rating. If there were 3 opponents, they would not be able to grow to full power.

I've read your note about teams are not teamworking. So it will be better that opponent should be one and there may be many weak "friends-traitors". Strong opponent will fight them one by one and human player will not be strong because of his neighbours-teammates.

 

Reply #14 Top


I'm honestly not sure entirely what you mean, or how it will work out, but I do suggest trying it out as you see fit and sharing your experience! GL and HF!