While we're working on streamlining and enriching the existing features and eliminating reported bugs, it's time to start preparing the next feature group to implement.
So once again, it's your turn to decide what you would like to try next!
While each Feudums' game map will be unique, the terrain you will see throughout games will be the same. You'll have your usual grasslands, hills, mountains, and even swamps. Feudums will allow sandbox play, so you'll even be able to design your own gameboards. All of this points out that you need a quick lesson about map-related settings, basic terrain types, rivers, and their most important in-game effects.
But first, we need to spend a minute on map types. Our Map Editor will make it available for you to create geographical maps - it is for MMO worldsmiths to create MMO maps. For single- and multiplayer scenarios in private games, there will be many more options, such as placing improvements and creating political layouts (ie. distributing lands between players or AIs, for example), but for now, we’ll focus on the main game mode.
A map itself has a few basic characteristics.
Tiles are the smallest distinct terrain elements on our maps both from the perspective of building and troop movements. Tiles are hexagonal, but in contrast to most games, our hexagons are vertical (flat topped) instead of horizontal (pointy topped) - you’ll see why in a minute. :) Each tile may have a terrain type that, in most cases, cannot be changed, and might have rivers or shores on their edges.
(They can also host terrain improvements, armies and various other tokens, and can be organized into feudums, but that’s for another topic and article.)
User Experience & Design Reasons | Strategic Reasons |
Having vertical hexagons has a few - slight - UX and technical advantages. One is that for cultures with a horizontal natural flow - reading left to right or right to left -, it is easier to de-emphasize the straight lines of a grid - thus, a grid of vertical hexagons give a more natural look & feel (it doesn’t work for cultures with a vertical flow). Another reason is that vertical tiles are wider than they are tall, which makes them more suitable for birds’ view with good-looking overlapping elements that gives depth to the scene (it’s much harder to create Y-axis overlapping with horizontal tiles). | A real armchair general knows that in most games it’s best to go "with the grain". it’s easier to hold defensive lines with the grain and likewise, it is also easier to break through with the grain of hexagons. Grain is the direction in which the straight rows of hexagons appear to run parallel to one another (Going with the grain: on defense, you can halt their front with a slightly smaller line and they can focus less units on a single point of the line. On offense, they need slightly more units to halt you, and you'll be able to focus more units on certain points, making it easier to break through). Trivia: There are hardcore tabletop strategy games, such as some WWII Monster Wargame scenarios, where it is a deliberate design decision to mimic easier and harder fronts and dictate targets by using the horizontal or vertical layout appropriately. For example, in a game that uses a horizontal grain Germans will have the easier marching routes towards west and east, and will face with difficulties once they start swinging to north or south, which should happen deep in Soviet territory (as the SU had a much bigger vertical size than Germany, or even Europe). In another, post-‘42 Monster Wargame scenario, a vertical grain is used so Soviets and Germans would have a bloody fight for every hexes as the grain favours defensive lines all over the vertical frontlines. |
Terrain types have a couple effects: they define the tile improvements that can be built on a specific tile and can alter the movement speed and strength of military units that are guarding or moving through the area. Terrain types may also give base yields for a feudum, and there are a few tasks for your population that also require specific terrains within the borders (such as wood-cutting). Each terrain type may have a couple visual variations and have seasonal appearances.
The game uses the following main terrain types:
Terrain types can’t be changed, with the exception of forest, which can be turned into grassland if all trees are chopped (it can only happen slowly, by explicit user interaction). This is a persistent change though, which can’t be undone.
Rivers have their effect for both economy and war strategies.
For military companies, rivers provide an additional defensive bonus if they’re defending against a hostile company that is crossing the river to reach them; also, any company moving through a river is slowed down.
From economic perspectives, rivers are also important as they enhance the yield of farmlands, cities and castles that are placed next to them. Farmlands benefit from a better yield of food, cities get a population growth bonus and better commercial incomes, while castles gain extra coins for guarding and assuming toll duty on the river transit.