Alternative Map for DOC

I have been thinking about Islands a bit more and it would also be nice to allow building Forts (or an equivalent improvement) on Islands, thinking of the importance of naval bases in places like Malta. This could become especially useful later in development when I have time to expand on Fort rules. But we should think about including this already. In this context, is anyone willing to attempt to create art for this? The way the game usually works is that an improvement is a completely separate object that may move around the existing islands (think of placing a Fort in a forest), so placing something "on" one of the islands may not be possible. But I would already like improvement art that looks like one of the islands with fortification on top of it.
Wait, so does this mean units will be able to stand on islands?
 
I don't really see a benefit in that and it might lead to AI issues. I am thinking mostly in terms of naval repair and defense, and the ability to position airplanes there (which hypothetically makes a war in the Pacific more interesting if the AI was capable of it).

Long term, I would like to introduce a zone of control feature to Forts (and cities) where it will become impossible to move past a defended Fort (i.e. you cannot move from one tile next to a Fort to another tile next to it). This would force you to attack the Fort instead which would increase their utility beyond the rare chokepoints on the map. The same would be true for naval Forts. For example on the new map, Malta is positioned ideally to have the entire connection between western and eastern Mediterranean under its control.
 
Oh my goodness. I used to love ZoCs back in Civ 2. Great way to protect your borders.

Can see a string of French forts being built from New Orleans to Detroit.... British owned Gibraltar will be viable now.... The Maginot Line.... A real Great Wall perhaps...

Looking forward to seeing these implemented.
 
I don't really see a benefit in that and it might lead to AI issues. I am thinking mostly in terms of naval repair and defense, and the ability to position airplanes there (which hypothetically makes a war in the Pacific more interesting if the AI was capable of it).

Long term, I would like to introduce a zone of control feature to Forts (and cities) where it will become impossible to move past a defended Fort (i.e. you cannot move from one tile next to a Fort to another tile next to it). This would force you to attack the Fort instead which would increase their utility beyond the rare chokepoints on the map. The same would be true for naval Forts. For example on the new map, Malta is positioned ideally to have the entire connection between western and eastern Mediterranean under its control.
So I'm assuming an island would have to be within the player's cultural borders to build a fort there? Or could they be built outside the player's territory and be accessible to only them, or whoever takes control of it?
 
Europa Universalis fan, by any chance, Leoreth? ;)
Well, he did sweettalk me into spending 60€ on it a year ago, and since then I have played... five hours or so.
 
Europa Universalis fan, by any chance, Leoreth? ;)
I am, but this is more inspired by the zone of control rules of Civ2.

So I'm assuming an island would have to be within the player's cultural borders to build a fort there? Or could they be built outside the player's territory and be accessible to only them, or whoever takes control of it?
Good question, I don't know yet.

Well, he did sweettalk me into spending 60€ on it a year ago, and since then I have played... five hours or so.
I fail to see how that is my fault :)
 
So, DoC is revamping the map? This might finally force me to come back and upgrade my version of the mod...
 
Yes!
 
I fail to see how that is my fault :)
OBVIOUSLY you manipulated me because you secretly own Paradox stock, and so got 0.02 cents from my purchase, you scoundrel!
 
Looking at their recent gains, I wish that I did.
 
I'm aware of that, regions will be revised in some areas with the new map.

(I sound like a Paradox developer blog now.)
 
Rare Earths in real life are required for many electronics and specialised machinery (e.g. EMRs, lasers) as well as battery technology. I included it with the intention to make it either a requirement or an accelerating resource for modern buildings and wonders (e.g. Solar Plants) and to include it in the Computer Industry corporation. It also ties in with the late game expansion that is also planned. I think everything that expands on the modern era is good for the game and there are few resources that come into play this late. Deposits are in China, Mongolia, India, Sri Lanka, Australia, Madagascar, Tanzania, South Africa, Congo, Brazil, USA, Ukraine, Kola peninsula, Sweden and Greenland.
Two suggestions for rare earth minerals

1) There are significant rare earth deposits in Siberia (per this article, the biggest found at Tomtor, east of Yakutsk in the far northeastern corner of Russia). Per this article, Russia has 22% of the world's REM reserves, though historically it's done a poor job of exploiting those deposits. By scattering several RE resources through Siberia (including around Irkutsk/Lake Baikal), we might incentivize the AI and players to settle and develop those areas.

2) Can I suggest that modern buildings give bonuses per Rare Earth resource you control? For instance, hospitals give +1 :health: per RE, laboratories give +1 :science:, industrial parks give +1 :hammers:, mass transit gives either +1 :commerce: or +1 :health: since RE is often used in hybrid and electronic cars. Given how REs are used in agriculture -- both fertilizers and feed additives -- you might even have farms or pastures on bonus resources give +1 :food: with RE resources.
 
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