[Looking for Map Maker] Silk Road

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zimmah
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[Looking for Map Maker] Silk Road

Post by zimmah »

Looking for someone who is experienced at drawing historical/geographical maps to do the artwork on this map.

since i'm not good at photoshop, i need a volunteer to make the actual grapical map, i'll do most work the gameplay and the xml tho.

i send out a few pms to persons i think might be interested and able to help me, but even if i didn't pm you and you think you're able to do it (and want to do it) please post in this forum or pm me about it.

for those who don't now what the silk road is, it's an ancient trade route between china and europe, and everything that lies in between.

Image

ok, here's the concept i have so far:

the map will be a map of the region, and it will be divided in territories, roads, and trading posts. some territories will have resources, for example gold and silk.

now, everyone starts out on a random trading post, and you should collect a bonus by trading, this is done by holding a route (either a sea route or a land route) between two trading posts, and a resource near a trading post.

the catch is, however, that the more distance in between the trading posts, the more bonus troops you will get. and you won't get a stacked bonus if you have like 2 silk and trae silk between two trading posts, because it doesn't make sence to trade silk for silk, now does it? however, if you have a monopoly over a resource and can actually trade the monopoly with anything else, you will get a better price for that in the form of more troops.
Last edited by zimmah on Wed Jul 27, 2011 12:22 pm, edited 1 time in total.
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Lone.prophet
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Re: Silk Road

Post by Lone.prophet »

i can help you out send me a pm. and well see if it works out
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zimmah
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Re: Silk Road

Post by zimmah »

Lone.prophet wrote:i can help you out send me a pm. and well see if it works out



ok ,ty

i'll pm you soon, we can do the pms in dutch too, makes things easier.
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AndyDufresne
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Re: Silk Road

Post by AndyDufresne »

I believe there was an attempt of the silk road---or at least, some discussion about it. Check the Recycling Bin.


--Andy
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cubfanpgh
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Re: Silk Road

Post by cubfanpgh »

AndyDufresne wrote:I believe there was an attempt of the silk road---or at least, some discussion about it. Check the Recycling Bin.


Just checked, mostly out of curiosity. http://www.conquerclub.com/forum/viewtopic.php?f=242&t=7455&start=0&hilit=silk+road
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zimmah
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Re: Silk Road

Post by zimmah »

nice, but i don't think i can use any of that information because we have a slightly different concept.
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Evil DIMwit
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Re: Silk Road

Post by Evil DIMwit »

This looks like it might be an Asian version of the Fur Trade map isaiah's working on. Maybe you should tie those two together somehow?
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zimmah
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Re: Silk Road

Post by zimmah »

Evil DIMwit wrote:This looks like it might be an Asian version of the Fur Trade map isaiah's working on. Maybe you should tie those two together somehow?


no, this will have different gameplay
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rutherfoo
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Re: Silk Road

Post by rutherfoo »

I like this.
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MrBenn
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Re: Silk Road

Post by MrBenn »

If I've understood the idea correctly, then the concept is to transport commodities across the world, with a bigger binus the further you transport the goods; dependant on having a suitable buyer... in my head the idea reminds me a little bit of Transport Tycoon; something I've occasionally thought would make a good basis for a CC map...
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ISN2
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Re: Silk Road

Post by ISN2 »

Is this idea going to somewhere?

I think this could be a nice map with idea of [player]zimmah[/player] ...

PS: I can do graphics if you need help ...
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MrBenn
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Re: Silk Road

Post by MrBenn »

ISN2 wrote:Is this idea going to somewhere?

Given that there have not been any posts in the thread for over a year, I would suspect not.
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zimmah
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Re: Silk Road

Post by zimmah »

i have indeed been inactive, i have pmed him about it and i'm planning to work on this project again.

Any mapmaker experienced in graphics is welcome to help.
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natty dread
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Re: Silk Road

Post by natty dread »

If you come up with an interesting enough gameplay plan, I might be persuaded... ;)
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40kguy
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Re: Silk Road

Post by 40kguy »

correct me if im wrong on my history here, but as the silk road went on, the price of the silk got bigger, right? how about you put in autodeploys along the road getting higher, and higher.
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zimmah
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Re: Silk Road

Post by zimmah »

40kguy wrote:correct me if im wrong on my history here, but as the silk road went on, the price of the silk got bigger, right? how about you put in autodeploys along the road getting higher, and higher.


nice idea, i indeed planned to make some system where resources that are 'further away' become more expensive.

off course tho you'll still need to 'trade' the resources (I.E. hold a trading post, or even a complete route to bring the silk and other treasure to your home city to profit)

I'm not sure yet if victory/loss conditions are good tho, i'lll take a look at it.
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zimmah
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Re: Silk Road

Post by zimmah »

ok some general idea's.

The map will be a map of the roman empire, the middle east and the far east.

the players will start in europe. It's possible to eliminate each other in europe but it will not be made easy to stimulate players actually investing troops in trading along the silk route. How exactly i'm going to balance this is hard to say, but a solution will be found after the first few drawings.

Sea will be passable and actually will contain territories and will be pretty open like the yard in prison riot.

European Resources (Roman Empire):

- Gold
- Silver
- Fine glassware
- Wine
- Carpets
- Jewels

China

- Silk
- Spices
- Tea
- Porcelain

India

- Ivory
- Textiles
- Gems
- Pepper

Java

- Coffee
- Exotic Fruits


All of those have +2 autodeploy. The european ones are starting area's. (but maybe you'll start as a complete country)
You have to hold at least 1 European OR 1 Asian resource or you'll be bankrupt.

The route is long and full of danger. All Territories in the desert will lose 3 armies/turn all other countries that are not on either end of the trade route (read: roman empire/china/java) will lose 2/turn (including sea tiles) and trade routes themself are somewhat more easily accesable and will lose only 1/turn.

some territories on the route are often attacked by thugs and will reset to 1 neutral. but trading posts are along the way giving bonusses depending on how many resources you have.

Having multiple types of resources give a bigger bonus per addtional resource then having more of the same kind, however, holding a monopoly is a victory condition and holding a monopoly will also gain a massive bonus. Asian resources are worth more. (the map is played from roman perspective).


if someone can make a sketch out of this we can work it out a little more.
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zimmah
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Re: Silk Road

Post by zimmah »

as for an idea how the roman empire looked like http://vaklokalen.develsteincollege.nl/ ... re_395.jpg

[bigimg]http://library.thinkquest.org/13406/images/SILKMAP3.JPG[/bigimg]

also a nice image to get an idea of one of the main land routes
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natty dread
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Re: [Looking for Map Maker] Silk Road

Post by natty dread »

I could be interested in doing graphics for this... pm me if you want, we can work out the details.
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ironsij0287
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Re: [Looking for Map Maker] Silk Road

Post by ironsij0287 »

I'm liking the concept of this. I hope it gets developed.
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