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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old April 6th, 2008, 01:01 PM
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Endoperez Endoperez is offline
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Default Re: SCA Mod concept proposal

300 provinces divided between 17 nations leaves a bit less than 18 provinces per player, similar to 5-6 nations on Aran. That's pretty average, not too tight and not too sparse. 500 would give everyone 29 provinces, on average. That's like Aran with three nations.

I just mention this because in multiplayer, I don't think many would care to play a huge map. It'd be a pity if your mod/scenario didn't get played after it was completed.
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Old April 6th, 2008, 02:38 PM

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Default Re: SCA Mod concept proposal

One of the reasons why I envisioned such a big map was that I wanted to give each local group their own province. That may not be practical. There was also the need to have low-value territory in areas where there are few or no groups (such as the Yukon/NWT and other scattered "unclaimed" areas in Canada, the US and possibly Mexico).

Let me give you an example with my own kingdom
Æthelmearc (WNY/WPA/WV) has 27 local groups, not counting sub-groups:
Seven baronies (the largest groups and would be the high-income provinces): Pittsburgh, Buffalo, Rochester, Syracuse, Scranton, Johnstown and Charleston
Twenty shires (smaller groups):
West Virginia: Huntington, Morgantown, Harper's Ferry.
Pennsylvania: Washington, Indiana, Sharon, Butler, Meadville, Erie, Williamsport, Clarion, State College.
New York: Jamestown, Olean, Wellsville, Ithaca, Utica, Cortland, Binghamton, Watertown.

And we're considered to be a medium-sized kingdom. The East Kingdom (New England, Québec, the Maritimes, ENY, EPA, NJ, DE) is one of the larger ones. They have seventeen barony-sized groups and 27 shire-sized groups (not including the sub-groups). The Midrealm (OH, MI, KY, IN, IL) has even more (19 baronies, 36 shires). Getting in every group requires a large map but the province count can't be so high that it becomes unplayable. Compromise has to happen somewhere.
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Old April 7th, 2008, 01:34 AM

AlgaeNymph AlgaeNymph is offline
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Default Re: SCA Mod concept proposal

So, what's each nation's schitck?
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Old April 7th, 2008, 02:19 PM

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Default Re: SCA Mod concept proposal

I am also in the SCA, Kingdom of Atlantia. Having a map too small kinda sucks. Not enough time to research much before you start getting attacked. But, our archers aren't that bad. If anything they are pretty good.
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Old April 8th, 2008, 07:15 PM

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Default Re: SCA Mod concept proposal

We hadn't made any firm decision on what each kingdom's schtick would be. I like the ideas of certain survival skills dependent on kingdom and a relatively small selection of unique units. Calontir would obviously get their special war-shields. Caid might get some sort of sea-transport ability. The East would probably get better protection factors, Atlantia might get a special "Dark Knight" hero along with a horde of squires/men-at-arms (nope, not thinking of anyone in particular, not at all, nope, nope), Ansteorra might get special light units (with white scarves), etc.

As for archers, I probably would have the better quality archers be in independent provinces and have you recruit them externally, just as current nations which have poor or no archers have to do and have you build a fortress on the province if you feel that you really have to have lots of them. If a particular group is known for high caliber archers (as my own Barony of the Rhydderich Hael is), they might get their's specifically set in the province.

Ludicrous Bowmen (a very, very rare rank of archer in the SCA; one step above Grandmaster Bowman) would probably be a special hero and not a recruitable commander.
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