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Templars 4.03

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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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Re: Templars 3.33

Postby SoN!c on Thu May 08, 2025 9:12 am

Here is the 630x630 version of 3.33

Im still experimenting with legend font, text colour and text background (but only legend, nothing on map or terriritory places)

Also Imgbb is down for the moment and Cubeupload is very unstable for the last week

Here is cubeupload (if you can see it, otherwise it's down):

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Re: Templars 3.33

Postby SoN!c on Thu May 08, 2025 9:22 am

3.33 "B" (alternative version with just the bottom legend in different colors: darker brown text on a sandy background colour and little changes in the actual text):

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Re: Templars 3.33

Postby plurple on Thu May 08, 2025 4:55 pm

OK version 3.33 is now available to be tested on the beta site for those that have access :D

Here is the xml file:
Templars1.xml
(42.3 KiB) Downloaded 6 times
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Re: Templars 3.33

Postby SoN!c on Thu May 08, 2025 4:57 pm

plurple wrote:OK version 3.33 is now available to be tested on the beta site for those that have access :D

Here is the xml file:
Templars1.xml


TEMPLARS MAP IS LIVE ON THE BETA SITE AS OF RIGHT NOW!!!!
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Re: Templars 3.33

Postby SoN!c on Fri May 09, 2025 3:21 am

Templars 3.34:

Image


Crusader stronghold and Syria V locations changed for better visual.

No bonus per region number in the legend as going first the bonus for regions gameplay gives too much advantage to the starting player.

Entire Templar fleet is +8 bonus so it's worth to take em, otherwise nobody will.

New legend at the bottom.

Damiette (Outremer 2) should always be a 1 neutral in case somebody gets Egypt on drop, then the Damiette landing site can counter that

1vs1 it should be 3 nobles west and 3 nobles east if that is possible? Now 1 test game i had 4 west nobles and 2 in the east (which is fun too but not optimal for balance?)
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Re: Templars 3.34

Postby plurple on Fri May 09, 2025 5:39 am

Template fleet bonus is that all 9 ships?

You need to change the colour of the no region bonus as I struggled to find it knowing it was there. Is that just 3 troops as a base. Could also make the region bonus per 4 or 5 if you want to reduce it :)

Do you mean still have 6 nobles each but 3 on each side? In which case no I don't think I can specify that sorry
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Re: Templars 3.34

Postby SoN!c on Fri May 09, 2025 5:45 am

plurple wrote:Template fleet bonus is that all 9 ships? YES, the entire fleet (or west and east each a smaller bonus?)

You need to change the colour of the no region bonus as I struggled to find it knowing it was there. Is that just 3 troops as a base.
OK, will make it white! and yes +3 as a base

Could also make the region bonus per 4 or 5 if you want to reduce it : sure if needed, but the temples autodeply +3 is the way to start next to portugal, port d'acre and egypt small bonus region (per 4 or 5); Do you want more, there is also the +2 of the caliph and sultan and +1 cyprus and crusader stronghold to have small bonus gains at the start?

Do you mean still have 6 nobles each but 3 on each side? In which case no I don't think I can specify that sorry No problem!
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Re: Templars 3.34

Postby SoN!c on Fri May 09, 2025 6:21 am

3.35

Image

No bonus per region whited


west fleet (5 terrs) +8 (-5 penalty) = actual +3 bonus
east fleet (4 terrs) +7 (-4) = actual +3 bonus
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Re: Templars 3.34

Postby plurple on Fri May 09, 2025 7:16 am

SoN!c wrote:3.35

Image

No bonus per region whited


west fleet (5 terrs) +8 (-5 penalty) = actual +3 bonus
east fleet (4 terrs) +7 (-4) = actual +3 bonus


I think the placement of the west fleet bonus was better on 3.34 and east fleet bonus should fit below Port D'Acre and above East Ship 1 :) be more legible in those spots.
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Re: Templars 3.34

Postby SoN!c on Fri May 09, 2025 8:27 am

plurple wrote:I think the placement of the west fleet bonus was better on 3.34 and east fleet bonus should fit below Port D'Acre and above East Ship 1 :) be more legible in those spots.


Like this (3.35A)?:

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Re: Templars 3.34

Postby plurple on Fri May 09, 2025 8:29 am

SoN!c wrote:
plurple wrote:I think the placement of the west fleet bonus was better on 3.34 and east fleet bonus should fit below Port D'Acre and above East Ship 1 :) be more legible in those spots.


Like this (3.35A)?:

Image


yes much easier to read :D
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Re: Templars 3.35

Postby SoN!c on Fri May 09, 2025 8:36 am

Great! So here is the small one of that version:

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Re: Templars 3.35A

Postby SoN!c on Fri May 09, 2025 12:09 pm

Testing provided some flaws like the Overlords are taking up too much real estate and the bottom legend is too complicated to read and understand.

First concept draft of Templars 4.0 is here (more terrs and more space for legend with small icons for better understanding and relocated the Overlords (with smaller shields)):

Image


So a lot of stuff to adjust at the moment! Idea is also that the overlord is no longer a killer neutral but can attack each other as another crossing point east-west.
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Re: Templars 4.0

Postby SoN!c on Fri May 09, 2025 10:41 pm

Templars 4.01

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Re: Templars 4.01

Postby plurple on Sat May 10, 2025 4:04 am

oh while you are making changes I meant to say it is hard to see the green and blue numbers on some of the darker regions so may want to make the circles lighter/white so all are visible :)
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