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CONQUISTADORES 1.12

PostPosted: Tue May 20, 2025 4:33 pm
by SoN!c
Map Name: CONQUISTADORES
Mapmaker(s):SoN!c, Plurple
Number of Territories: +160
Special Features: center is a jungle of neuts before you can reach the Temple of Gold
What Makes This Map Worthy of Being Made: One map a year keeps the doctor away and our Spanish talking customers (including the South Americas) would like a Spanish map

Map Image: Imaginate the center all neuts (like a jungle to reach the temple):

1.0 (concept):

Image

4 players, 7 continents, (5 with a fort and 2 jungle continents)

5 Spanish forts (+3 autodeploy that can bombard it's continent too)

Basic map "ground plan" is made by AI tool just giving instructions - then manual adjusted for risk game on CC, changed clouring and added the sand hills, and added the temple + the spanish forts

You have to find a way into the temple, then hold the treasure chest to win

There will be headhunters named "koppesnellers" (-2) and the temple can attack any fort

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Fri May 23, 2025 1:57 pm
by GoranZ

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Fri May 23, 2025 1:58 pm
by SoN!c
GoranZ wrote:El Dorado?


Yes, El Dorado..and the legend of Francisco de Orellana. Continents (or parts of them) have to look or resemble to a shrunken head (https://en.wikipedia.org/wiki/Shrunken_head) for a twisted fun ;-)

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Fri May 23, 2025 7:32 pm
by GoranZ
SoN!c wrote:
GoranZ wrote:El Dorado?


Yes, El Dorado..and the legend of Francisco de Orellana. Continents (or parts of them) have to look or resemble to a shrunken head (https://en.wikipedia.org/wiki/Shrunken_head) for a twisted fun ;-)

There is no like or upvote on the forum.
Anyway I like the concept... I presume you will need a lot of killer neutrals for the jungle. Maybe slingshots/caves to bypass parts of the jungle.

BTW will it resemble Labyrinth in the way it will be played or you have some other idea?

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Sat May 24, 2025 4:00 am
by plurple
SoN!c wrote:Map Name: CONQUISTADORES
Mapmaker(s):SoN!c, Plurple
Number of Territories: +160
Special Features: center is a jungle of neuts before you can reach the Temple of Gold
What Makes This Map Worthy of Being Made: One map a year keeps the doctor away and our Spanish talking customers (including the South Americas) would like a Spanish map

Map Image: Imaginate the center all neuts (like a jungle to reach the temple):

1.0 (concept):

Image

4 players, 7 continents, (5 with a fort and 2 jungle continents)

5 Spanish forts (+3 autodeploy that can bombard it's continent too)

Basic map "ground plan" is made by AI tool just giving instructions - then manual adjusted for risk game on CC, changed clouring and added the sand hills, and added the temple + the spanish forts

You have to find a way into the temple, then hold the treasure chest to win

There will be headhunters named "koppesnellers" (-2) and the temple can attack any fort


160 is a very large map would put it in the top 6 largest and that doesn't make them very popular just so your aware :D

Those are some large territories :P and not enough purple on the map (JK in case not clear though always worth more purple on maps)

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Sat May 24, 2025 10:16 am
by GoranZ
plurple wrote:160 is a very large map would put it in the top 6 largest and that doesn't make them very popular just so your aware :D

You made this up or :?:

The numbers in the Maps Stats say different story, and numbers do not lie!

28 maps have over 100 fields(11% of all maps).
In the top 9 most popular maps(by Games per Month) we have 2 maps with over 100 fields which represents 22%.
In the top 20%(52) most popular maps(by Games per Month) we have 6 maps over 100 fields which represents 11.5%.
In the bottom 20%(52) least popular maps(by Games per Month) we have 3 maps over 100 fields(I excluded Colosseum) which represents 5.8%

Based on this big maps are twice as much popular than small maps. I'm even neglecting the longer time it takes for their completion and their complexity(not available for beginners). But what I neglected only adds up in their favor.

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Sat May 24, 2025 1:38 pm
by plurple
GoranZ wrote:
plurple wrote:160 is a very large map would put it in the top 6 largest and that doesn't make them very popular just so your aware :D

You made this up or :?:

The numbers in the Maps Stats say different story, and numbers do not lie!

28 maps have over 100 fields(11% of all maps).
In the top 9 most popular maps(by Games per Month) we have 2 maps with over 100 fields which represents 22%.
In the top 20%(52) most popular maps(by Games per Month) we have 6 maps over 100 fields which represents 11.5%.
In the bottom 20%(52) least popular maps(by Games per Month) we have 3 maps over 100 fields(I excluded Colosseum) which represents 5.8%

Based on this big maps are twice as much popular than small maps. I'm even neglecting the longer time it takes for their completion and their complexity(not available for beginners). But what I neglected only adds up in their favor.


There is quiet a difference between 100 territories and 160+ which only 6 maps have with an average of 35000 games which puts them at the average for popularity. Or 31st for the most popular one per month being USA2.1

I'm not sure why you brought small maps up tbh I wasn't suggesting make it a <30 region map just maybe reduce the number a little to make it closer to 100 than 160 :D but whatever works for the map :D

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Sat May 24, 2025 2:25 pm
by SoN!c
plurple wrote:
GoranZ wrote:
plurple wrote:160 is a very large map would put it in the top 6 largest and that doesn't make them very popular just so your aware :D

You made this up or :?:

The numbers in the Maps Stats say different story, and numbers do not lie!

28 maps have over 100 fields(11% of all maps).
In the top 9 most popular maps(by Games per Month) we have 2 maps with over 100 fields which represents 22%.
In the top 20%(52) most popular maps(by Games per Month) we have 6 maps over 100 fields which represents 11.5%.
In the bottom 20%(52) least popular maps(by Games per Month) we have 3 maps over 100 fields(I excluded Colosseum) which represents 5.8%

Based on this big maps are twice as much popular than small maps. I'm even neglecting the longer time it takes for their completion and their complexity(not available for beginners). But what I neglected only adds up in their favor.


There is quiet a difference between 100 territories and 160+ which only 6 maps have with an average of 35000 games which puts them at the average for popularity. Or 31st for the most popular one per month being USA2.1

I'm not sure why you brought small maps up tbh I wasn't suggesting make it a <30 region map just maybe reduce the number a little to make it closer to 100 than 160 :D but whatever works for the map :D


Got it!

Re: CONQUISTADORES 1.0 (concept)

PostPosted: Sat May 24, 2025 5:53 pm
by GoranZ
plurple wrote:
GoranZ wrote:
plurple wrote:160 is a very large map would put it in the top 6 largest and that doesn't make them very popular just so your aware :D

You made this up or :?:

The numbers in the Maps Stats say different story, and numbers do not lie!

28 maps have over 100 fields(11% of all maps).
In the top 9 most popular maps(by Games per Month) we have 2 maps with over 100 fields which represents 22%.
In the top 20%(52) most popular maps(by Games per Month) we have 6 maps over 100 fields which represents 11.5%.
In the bottom 20%(52) least popular maps(by Games per Month) we have 3 maps over 100 fields(I excluded Colosseum) which represents 5.8%

Based on this big maps are twice as much popular than small maps. I'm even neglecting the longer time it takes for their completion and their complexity(not available for beginners). But what I neglected only adds up in their favor.


There is quiet a difference between 100 territories and 160+ which only 6 maps have with an average of 35000 games which puts them at the average for popularity. Or 31st for the most popular one per month being USA2.1

I'm not sure why you brought small maps up tbh I wasn't suggesting make it a <30 region map just maybe reduce the number a little to make it closer to 100 than 160 :D but whatever works for the map :D

What you said was that large maps were not popular... Lets do the math with 160+

160+ maps, average rating: 115.5
31 - USA 2.1
107 - Hive
115 - King's Court
125 - King's Court II
123 - Clandemonium
192 - Spanish Armada

160- maps, average rating: 129.33
remaining 251 maps

Conclusion: Large maps are slightly more popular than the average and significantly more popular than smaller ones if we include the fact that they are not accessible for beginners and the time it needs for them to be completed.

P.S. 160 fields map is probably significantly harder to be made as well.

Re: CONQUISTADORES 1.1 (concept)

PostPosted: Mon May 26, 2025 5:52 am
by SoN!c
Conquistadores 1.2 (concept)

Image

added "room for bonus legend, made a few more connections to the temple "jungle"

added win con

added a "shade" to each fort in its own continent colour

Maybye make it especially assassin? Mix of feudal epic and jamaica? So each player gets a fort from the start (5 forts for 4 players so 1 is empty)

Ill make the purple zone bigger in the north an same on brown / red zone next.

Re: CONQUISTADORES 1.1 (concept)

PostPosted: Tue May 27, 2025 5:11 am
by SoN!c
Conquistadores 1.3 (concept)

Image

added a shield icon to the fort and temple (space for troop number count) and changed the continents + added impasseble's

and more work done

Re: CONQUISTADORES 1.3

PostPosted: Tue May 27, 2025 10:01 am
by SoN!c
conquistadores 1.4

First finished version (no longer concept)!

Image


140+ = 143 terrs

I'd like to have a extra kill condition for holding too much rum like having 13 bottles = you die (so you have to keep thinking)

Re: CONQUISTADORES 1.4 (first finished version)

PostPosted: Tue May 27, 2025 1:49 pm
by SoN!c
1.4A "with 13 bottles max" :D

Image

and small:


Image

maybye we should add a few more bottles of rum "Yo, Ho, Ho (And a Bottle of Rum)"

Orellana and UKu Pacha terrs get their troop count just like on the Feudal Epic map

Re: CONQUISTADORES 1.4 (first finished version)

PostPosted: Tue May 27, 2025 2:05 pm
by SoN!c
Conquistadores 1.5 (with more Rum bottles):

Image

and small:

Image

Fun detail: each "13th territory" now has a Rum bottle!

Re: CONQUISTADORES 1.4 (first finished version)

PostPosted: Tue May 27, 2025 2:12 pm
by plurple
looks good it would be worth making some of the smallest regions bigger: uku pacha 4, 5, 8, Orellana 1, Jungle 18, 16, 21, 24, 13, 11, 3, gold 1, 6 as will be hard to fit the numbers in those regions :D

Uku pacha, and Inca are a little hard to read the text of the region names.
Numbers for territories are hard to read on the Cortez and Inca continents.

I don't really like the magenta of Tupac reminds me of the missing texture colour used by programmers in games :D (would look better as a nice purple #9A4EAE not biased here)

I notice there is no jungle 29 territory :D Also Tupac between 3, 4, 5 and 7 with the rum has no number :D

how does the gold continent connect? is it through the temple only or where it looks like it borders?

The spanish forts don't need to be numbered as they can just be continent fort as there is just the 1 per continent :D Same with the jungle temple :)

Do any of the territories start Neutral other than the jungle temple? and jungle territories?

SoN!c wrote:I'd like to have a extra kill condition for holding too much rum like having 13 bottles = you die (so you have to keep thinking)

That is a really interesting idea and I think doable but will need to think about the best way to achieve it :D Though it would lead to potential problems in assassin games that your target may own what would be your 13th and/or 14th rum or killing them may kill you and not sure what would happen if that were to happen. Could add a way to bombard rum regions? Though players could still mess up and run into the problem cases but might be ok then :D

Re: CONQUISTADORES 1.4 (first finished version)

PostPosted: Tue May 27, 2025 2:39 pm
by SoN!c
plurple wrote:looks good it would be worth making some of the smallest regions bigger: uku pacha 4, 5, 8, Orellana 1, Jungle 18, 16, 21, 24, 13, 11, 3, gold 1, 6 as will be hard to fit the numbers in those regions :D


uku pacha 4, 5, 8, Orellana 1, Jungle 18, 16, 21, 24, 13, 11, 3, gold 1, 6

will make uku pacha 4 and 8 bigger - i think 5 is ok - same for orellana 1 and tupac 1, gold 1, 6 and jungle 3, 16, 18, 11, 13 your right they need to be bigger!

plurple wrote:Uku pacha, and Inca are a little hard to read the text of the region names.
Numbers for territories are hard to read on the Cortez and Inca continents.


Yes but that is the idea - so it does not bite your face - if you need the number for in team games to give instructions it's readable

plurple wrote:I don't really like the magenta of Tupac reminds me of the missing texture colour used by programmers in games :D (would look better as a nice purple #9A4EAE not biased here)


OK! will change it especially for you!

plurple wrote:I notice there is no jungle 29 territory :D Also Tupac between 3, 4, 5 and 7 with the rum has no number :D


Your right - jungle 29 got erased because i needed the real estate! And yes right again on that Tupac! I added some terrs as all forts should have about same distance to Orellana fort and Temple!

plurple wrote:how does the gold continent connect? is it through the temple only or where it looks like it borders?


Connect on borders like it looks like and via the temple that can attack all regions

plurple wrote:The spanish forts don't need to be numbered as they can just be continent fort as there is just the 1 per continent :D Same with the jungle temple :)


Yes i know but that is why i gave them the last territory number so it's easy to spot how many terrs each continent has. I do like the name of the fort in the XML instead of the number (so the number is just extra map info)

plurple wrote:Do any of the territories start Neutral other than the jungle temple? and jungle territories?


Yes some do but im still thinking on that! But if you have oa good idea there then do it!

The current idea is all start neutral except 4 forts (4 players) with Orellana fort neutral too. Ofcourse some are 1 troop neutral, others 3 or 4 or more on the killer reset...

SoN!c wrote:I'd like to have a extra kill condition for holding too much rum like having 13 bottles = you die (so you have to keep thinking)

plurple wrote:That is a really interesting idea and I think doable but will need to think about the best way to achieve it :D Though it would lead to potential problems in assassin games that your target may own what would be your 13th and/or 14th rum or killing them may kill you and not sure what would happen if that were to happen. Could add a way to bombard rum regions? Though players could still mess up and run into the problem cases but might be ok then :D


Okay will add a bombard rum regions!

Re: CONQUISTADORES 1.5 (with "suicide trap" built in for fun

PostPosted: Tue May 27, 2025 3:49 pm
by SoN!c
Conquistadores 1.6: (click to enlarge):



Image

Purple color of Tupac needs to change to a better looking purple!....lots of work ahead :D

Re: CONQUISTADORES 1.6

PostPosted: Wed May 28, 2025 10:42 am
by SoN!c
Conquistadores 1.7:

Image

Re: CONQUISTADORES 1.4 (first finished version)

PostPosted: Wed May 28, 2025 11:04 am
by plurple
The changes are looking great :D

Still no where to put the troop count on Orellana 1

SoN!c wrote:
plurple wrote:Uku pacha, and Inca are a little hard to read the text of the region names.
Numbers for territories are hard to read on the Cortez and Inca continents.


Yes but that is the idea - so it does not bite your face - if you need the number for in team games to give instructions it's readable


These still need addressing :D I know you say you don't want them to in your face but they need to be easily legible :D

That purple though ♥♥♥♥♥ thanks tupac looks much better now :D (though it lost it's name 8-[ )

If the Rum is a losing condition by owning 13 needs to be spelled out explicitly as currently the legend reads as if you can only get a max of 13 bonus troops from Rum :) I also assume rum territories start neutral :)

Re: CONQUISTADORES 1.7

PostPosted: Wed May 28, 2025 11:15 am
by SoN!c
Somehow Orellana 1 was fixed and then unfixed again copying from the same map on another page... (having multiple tabs open...lololol ):?

But this is Orellana fix (and some extre terrs so distance is the same to Orelanna fort coming from other) + Numbers for territories on the Cortez and Inca continents changed:

Conquistadores 1.8:

Image

and 1.9 (with Tupac, Uku Pacha and inca names different):

Image

Re: CONQUISTADORES 1.9

PostPosted: Wed May 28, 2025 12:09 pm
by SoN!c
and after some tidy up here is CONQUISTADORES 1.10:


Image

Re: CONQUISTADORES 1.10

PostPosted: Thu May 29, 2025 11:22 am
by SoN!c
Conquistadores 11 (tidy up done):

Image

And small:

Image

Ready for XML. Will post some idea's with neutrals next

Re: CONQUISTADORES 1.10

PostPosted: Sat May 31, 2025 5:59 am
by SoN!c
Conquistadores 1.11 with all neutrals except the 4 random start positions

Rum bottle is 3 neutral
El Dorado temple 20 killer reset
Cannnon is also a killer reset: 8 (but maybe change it to 6 or 4?)
gold cobs and "normal" territories are 2
jungle 1 (after entrance)
junle entrance is 5

Changed regions, gold cobs and rum and or positions and added a extra cannon for balance, legend is changed also:

Image

Re: CONQUISTADORES 1.10

PostPosted: Sat May 31, 2025 6:30 am
by plurple
SoN!c wrote:Conquistadores 1.11 with all neutrals except the 4 random start positions

Rum bottle is 3 neutral
El Dorado temple 20 killer reset
Cannnon is also a killer reset: 8 (but maybe change it to 6 or 4?)
gold cobs and "normal" territories are 2
jungle 1 (after entrance)
junle entrance is 5

Changed regions, gold cobs and rum and or positions and added a extra cannon for balance, legend is changed also:

Image


so what regions are given to players at start of game?

Oh and to help with the potential confusion on the cob & rum bonuses can replace the & with or in the box label :D
i.e. GOLD COBS or RUM replacing GOLD COBS & RUM :)