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CONQUISTADORES 1.15

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Re: CONQUISTADORES 1.11

Postby SoN!c on Sat May 31, 2025 7:27 am

plurple wrote:
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 :)


Well only a spanish fort (at random) but not Orellana (thats always neutral) - so starting positions like feudal epic map

Alternative is handing out all "2" terrs at random but i prefer the "feudal epic start" version

And it's +2 for each pair of 1 gold cob and 1 rum bottle (hence "cob AND rum"), but it's changed to "Gold Cob"

Here is the map Conquistadores 1.11B (without neutral and legend changed) in large 840x800:

Image

and in small:

Image


Alternative Win Con could be "grab gold continent to win"?
Last edited by SoN!c on Sat May 31, 2025 7:54 am, edited 4 times in total.
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Re: CONQUISTADORES 1.11

Postby plurple on Sat May 31, 2025 7:53 am

SoN!c wrote:Well only a spanish fort (at random) but not Orellana (thats always neutral) - so starting positions like feudal epic map

Alternative is handing out all "2" terrs at random but i prefer the "feudal epic start" version

This is doable but typically we want all new maps to have a minimum of 8 players if only those 4 territories were handed out then there would be a max of 4 player so you would need to add 3 (or 7 to make it 12 player friendly :D) more castles to make it a conquest map :) the other way is also doable :D

SoN!c wrote:And it's +2 for each pair of 1 gold cob and 1 rum bottle (hence "cob AND rum"), but it's changed to "Gold Cob"

ohhhhh this explains so much I had been reading it as either a pair of cobs or pair of rum not 1 of each my bad :D
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Re: CONQUISTADORES 1.11

Postby SoN!c on Sat May 31, 2025 7:56 am

plurple wrote:
SoN!c wrote:Well only a spanish fort (at random) but not Orellana (thats always neutral) - so starting positions like feudal epic map

Alternative is handing out all "2" terrs at random but i prefer the "feudal epic start" version

This is doable but typically we want all new maps to have a minimum of 8 players if only those 4 territories were handed out then there would be a max of 4 player so you would need to add 3 (or 7 to make it 12 player friendly :D) more castles to make it a conquest map :) the other way is also doable :D

SoN!c wrote:And it's +2 for each pair of 1 gold cob and 1 rum bottle (hence "cob AND rum"), but it's changed to "Gold Cob"

ohhhhh this explains so much I had been reading it as either a pair of cobs or pair of rum not 1 of each my bad :D


A lot of maps are played 1vs1 and others are mostly 4 players so this is why this is only a 4 player map like stated from the start. This is also why the 4 conquisatadores in each corner have the colour of the 4 first players in CC (red, green, blue, yellow)

Also there are only 4 corners on the map :D
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Re: CONQUISTADORES 1.11

Postby plurple on Sat May 31, 2025 8:06 am

SoN!c wrote:
plurple wrote:
SoN!c wrote:Well only a spanish fort (at random) but not Orellana (thats always neutral) - so starting positions like feudal epic map

Alternative is handing out all "2" terrs at random but i prefer the "feudal epic start" version

This is doable but typically we want all new maps to have a minimum of 8 players if only those 4 territories were handed out then there would be a max of 4 player so you would need to add 3 (or 7 to make it 12 player friendly :D) more castles to make it a conquest map :) the other way is also doable :D

SoN!c wrote:And it's +2 for each pair of 1 gold cob and 1 rum bottle (hence "cob AND rum"), but it's changed to "Gold Cob"

ohhhhh this explains so much I had been reading it as either a pair of cobs or pair of rum not 1 of each my bad :D


A lot of maps are played 1vs1 and others are mostly 4 players so this is why this is only a 4 player map like stated from the start. This is also why the 4 conquisatadores in each corner have the colour of the 4 first players in CC (red, green, blue, yellow)

Also there are only 4 corners on the map :D

I am clearly blind and had not seen that :D
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Re: CONQUISTADORES 1.11B

Postby SoN!c on Sun Jun 01, 2025 5:32 am

So here is CONQUISTADORES 1.12:


Image

Changed a few positions for better balance:

First gold cob to be found from starting point is 3 terrs out for all. First bottle is 2 terrs out for all.
Second and third gold cob is 4 and 5 terrs out for all.

Second and third bottle is 3 and 4 terrs out for all.

So same balance on gold cob & rum bonusses and to reach the Orellana fort is about 10 terrs for all (9 or 10), The Eldorado temple is about the same (9 to 12).

Bombard cannon range changed to +12 terrs

Changed win con legend (the symbol sequence) into right order

here is the small version:


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Re: CONQUISTADORES 1.12

Postby SoN!c on Sat Jul 19, 2025 3:18 am

CONQUISTADORES 1.13. The conditional self kill is not possible atm so it's a 400 curse penalty instead (+0 deploy)!

Image

In Aztec mythology, Tepoztēcatl, also known as Tezcatzoncatl, is the god of pulque (a fermented beverage), drunkenness, and fertility. He is also associated with the Centzon Totochtin, a group of 400 rabbit deities representing different aspects of inebriation. There's no single "Tepoztēcatl number" in the same way there's no single number for a human being. Instead, the Aztecs used a system of "rabbits" to describe the level of intoxication, ranging from mild intoxication (25 rabbits) to complete drunkenness (400 rabbits).
Because these "Four Hundred Rabbit Gods" were conceived by the goddess Mayahuel and the god Petecatl and embody the various ways people can experience intoxication. The number 400, in their name, symbolized infinity in the Aztec numbering system.

small:
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Last edited by SoN!c on Sun Jul 20, 2025 1:50 am, edited 1 time in total.
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Re: CONQUISTADORES 1.13 close to BETA!!

Postby plurple on Sat Jul 19, 2025 6:48 am

Conquistadores is up and testable on Beta site :D

Conquistadores.xml
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Re: CONQUISTADORES 1.13 close to BETA!!

Postby SoN!c on Sat Jul 19, 2025 8:48 am

plurple wrote:Conquistadores is up and testable on Beta site :D

Conquistadores.xml



Flawless XML as always (tested in first 4 games) =D> =D> =D>

Let me play some more 8-) It's real fun this one
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Re: CONQUISTADORES 1.13 LIVE ON BETA!!

Postby SoN!c on Sun Jul 20, 2025 11:24 am

1.14 Temple with a killer reset of 20 instead of 10



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Re: CONQUISTADORES 1.14

Postby loutil on Wed Jul 23, 2025 11:37 am

Uku Pacha starting point is a MAJOR disadvantage. It has no easy pathway to the middle and that is the point of this map as it is drawn, get to the middle to win.
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Re: CONQUISTADORES 1.14

Postby loutil on Wed Jul 23, 2025 11:41 am

Upon further study. Cortez has the advantage over all other starting points.
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Re: CONQUISTADORES 1.14

Postby SoN!c on Wed Jul 23, 2025 1:17 pm

If you wanna be first to the middle yes. However you will need a large force first to get there and then hold GC after the 20 neuts you had to take.

Log count can give a big clue to that so anybody else can move in without that 20 wall.

And Orellana fort is always neutral.

Cortez is also the legendary conquistador so getting Cortez on drop should be a bit better then getting one of the 3 "natives".
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Re: CONQUISTADORES 1.14

Postby SoN!c on Wed Jul 23, 2025 4:23 pm

CONQUISTADORES 1.15

Image

The El Dorado temple is 10 terrs out for all, except 9 for Inca and Cortez IF they choose to take Tupac and Uku Pacha road at the entrance of the jungle, meaning taking the bottles (taking 3 neuts and extra bottle) at Orellana 13 and Tupac 15 (5 terrs out for both) while Tupac and Uku Pacha can arrive next to them in the next round (6 terrs out). With all the neuts in front of them that would be a suicide run.

For perfect balance on that subject each fortress has also a secret connection (6 terrs out for all) directly from the fort to a jungle entrance (symbol marker). On each route 1 bottle has to be taken.

first god cob 3 terrs out, first bottle 2 terrs out for all.

Tupac and Uku Pacha each 5 bottles and cobs
Cortez 6
Inca 7
Orellana 3
Jungle 9
Gold continent 2


27 bottles and cobs in total (with 13 max)

The El Dorado temple only connecting to GC1, GC terrs connect to all GC

GC 1 and GC 5 can attack Jungle 25 and 5 (to block 2 of 3 entrances - Jungle 8 being the 'back door')
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