Dominions 6

Dominions 6

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Fertile-Crescent
   
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110.328 MB
15 Jul @ 4:25am
28 Jul @ 9:04pm
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Fertile-Crescent

In 1 collection by Vesporium
Vesporium's Ancient Historical Maps
2 items
Description
281 provinces : 233 land and 48 sea
Work In Progress

This map is a sub-part of the “Huge Classical Ancient Mediterranean” map, and is a non-wraparoundable map (a flat map), from Greece and Cyrenaica on west, to Persia on east, and from the Black Sea and Ciscaucasia on north, to present-day Sudan, Eritrea and Arabia on south.

I made this map so as to be able to have a certain number of Dominion nations, reduced compared to “Huge Classical Ancient Mediterranean” (designed for 30-31 nations), especially for players who like this concept but would like a smaller map.

You can also create your own customized sub-section of the map, by copying the map into your own maps, then transforming the provinces you don't want to keep on your version of the map into “cave wall” and “cave look” in the map editor, and adapting the nations' spawn points.

The names of some provinces, the map borders and some sites have been modified to correspond more closely to a period prior to “Huge Classical Ancient Mediterranean”, somewhere between the 18th century BC/BCE and the 6th century BC/BCE, the Mycenaean and Archaic eras, during the Late Bronze Age and the Iron Age.

I myself place the locations of each throne on this map as sites, which means that if you want to avoid duplicates, you should set “0 thrones” (thrones placed as sites always appear).
Now I've placed 17 thrones : 7 level 1, 8 level 2 and 2 level 3, so a total of 29 ascent points. Some thrones will be added later.
However, independent defender units have not yet been made, so thrones are not yet especially harder to guard than any other independent province.

This map is designed for 13-15 nations, including 2-3 underwater.
List of nations (modnations indicated by *) with a spawnpoint (see their spawnpoint on the images) :
--> EA : Pelagia, Mekone, Arcoscephale, Paionia*, Ermor, Therodos, Atlantis, Sauromatia/Scythania*/Rus, Xsaca*/Caelum, Ur/Shinar*, Abysia, Berytos, Hinnom, C'tis, Sheseba*, Machaka/Runkuma*, D'mt*, Ubar
--> MA : M'zurah*, Pelagia, Phlegra, Arcoscephale, Pythium, Sceleria, Atlantis, Androphagia*/Vanarus/Nidavangr, Caelum, Uruk, Abysia, Serjilla*, Abdera*, Phaeacia, Ashdod, C'tis, M'zurah*, Machaka, Ind/Nusul*/Ubuwanda*, Na'Ba/Al Mada'in*
--> LA : Kel Imizihit*, Erytheia, Phlegra, Arcoscephale, Hagia*, Pythium, Sovirus*/Bogarus, Kartvelia*, Caelum, Ragha, Warka*, Abysia, Qadesh*, Gath, C'tis, Was'set*, Ubuwanda*, 1-3 unassigned underwater
Spawnpoint non assigned : Hattusa
+ A single province for only spectator nations, like Omniscience*
Warning : Some of these modnations are not compatible, but it's partially being worked on.
14 Comments
Vesporium  [author] 28 Jul @ 7:37pm 
(2/2) In addition, Babylon is 3 provinces from Ur, 2 from Chaldea, but also 3 provinces from Assur (capital of EA/MA Abysia in Fertile Crescent) and 4 provinces from Nineveh (capital of EA/MA Abysia in HCAM). That said, the province of Ur is also 2 provinces from Ubar.

If I have the technical means again, I'll see about improving the area, with routes of the Tigris, Euphrates and Persian Gulf closer to the epoch, putting Ubar a little further from Ur and Dilmun, and potentially renaming Ur.

About the throne provinces, I can put forts there as well, until we place the throne guardians.
I've noticed a few errors, which I'm currently correcting (with the others I've just cited above).
In particular case of Delphi, it's clear that we're not supposed to unlock it easily at the beginning (especially for Fertile Crescent, where the Delphi sanctuary is very late).
Vesporium  [author] 28 Jul @ 5:40pm 
@powerfinder (1/2) Babylon is a large province in HCAM (and it's historically relevant). I don't remember if I deliberately replaced it with farmland in Fertile Crescent, or if it's a mistake (I maybe should probably combine the two tags).

You may have been a little confused by the images, but the fact is that while for HCAM I had no doubts about putting Ur/Uruk/Warka in Babylon, I thought I'd take advantage of this Fertile Crescent map to propose alternative spawnpoints, both for the experience (especially for those who'd like to put Ur and Shinar in the same game) and because there's already an Ur province. But in fact, to get back to the Sumerian era of Ur and Uruk, you'd have to go back much further (3rd millennium BC/BCE), and even Akkad (XXIVth - XXIIth century BC/BCE) is more on the side of Babylon province.
powerfinder 27 Jul @ 4:45pm 
Thanks for the explanation, now I understand the intricacies of mapmaking better.

Regarding Babylon. I just forgot to put Ur, so Babylon ended up independent. And only later did I realize that it was intended to be a capital. I think there is a simple way to highlight its peculiarity in the case of absence of Ur/Uruk on the map - you can tag the province as large. Although the population of Babylon at that time may not have been that large compared to is neighboring lands. I have not studied this question in detail.

Another idea (not sure how good it is) is to set up a fort in some provinces. This may not be historically accurate, but is worth considering from a balance perspective in the case of places like Delphi where a high level throne is located in the same province as a very good visible site. Of course, without the throne guards, this won't stop players for long.
Vesporium  [author] 26 Jul @ 5:53pm 
(8/8) As for mountain connections with passes that don't visually create mountains (which happens when you put mountain connections, but don't put the “mountain” tag on the provinces concerned), this has nothing to do with it (and I can change it without difficulty), in fact I'd like to make some connections longer for moving units (but without being blocked when it's cold), notably for the connections you mentioned here or for HCAM.
Furthermore, I'd like to create connections that still require swimming even when the provinces on both sides are “cold” for islands near the coast (be it winter, or the dominions of local nations), but we hadn't found a solution to do this.
Vesporium  [author] 26 Jul @ 5:53pm 
(7/8) But generally speaking, none of my maps in this series have reached a definitive stage, I mean I've clearly thought about other additions, like a lot more sites (although that's debatable as having different sites from one game to the next seemed more interesting for site finding) and especially for province units (guardians, at least those of thrones, recruitable units and garrison units).

As far as terrain is concerned, forests are especially lacking, and I can't easily find the documentation on where I should put them, especially as the maps cover periods of several centuries, and the trend was more towards clearing than expanding forests, unlike in the game (this is typically a problem I don't have for the Warhammer map I'm currently working on).

You're right to bring it up because I haven't mentioned it here yet : it's typically the sort of thing where anyone can give suggestions in the comments (as well as what you'll have thought of it once we've started adding to it).
Vesporium  [author] 26 Jul @ 5:52pm 
(6/8) Concerning Babylon, you may have seen that it was especially one of the capitals (EA Ur, EA Shinar, MA Uruk, LA Warka) on HCAM to represent the Babylonians, and which would therefore have generated their own capital sites, and I was thinking of avoiding capital sites so as not to unbalance the game.
Vesporium  [author] 26 Jul @ 5:52pm 
(5/8) In HCAM, to exclude all the off-map part of the rectangle, I had put it in the same province, the 635th and last (“Incognitum”), because some people were talking about the possibility of transforming it into province n°0 in the code, which I didn't manage to do, but I had found to use “cave wall” and “cave look” and it seemed to work without a problem.

So I thought of using this same technique to propose smaller versions of HCAM, of which this map is the first. So, indeed this map has technically the same 635 provinces as HCAM, but I've turned 292 land provinces and 61 sea provinces into cave walls.

It hadn't occurred to me that unique sites could appear in “cave wall” and “cave look” terrains.
I'll put the question on the modders' discord. I'll see if it's possible, via terrains or commands, to ask for certain provinces to be with “no site”.
Vesporium  [author] 26 Jul @ 5:51pm 
(4/8) I called on Tlaloc (who had already advised me on certain manipulations) to transform my files into .D6M format (with the art of the game). I can't modify province points or borders, so I can't add or remove provinces, which I'd like to do to modify HCAM or create an extension as I plan.
Vesporium  [author] 26 Jul @ 5:50pm 
(3/8) Incidentally, I made a mistake with the “Waset (Thebes)” point (67), on the wrong side of the Nile border, resulting in a partial inversion with Abydos & Thinis (73) (the connections and territories are correct, but the points are reversed, Waset being to the south-east and Abydos & Thinis to the north-west.

Concerning the Tigris and Euphrates rivers, the river courses are those of today, not those of HCAM, and even less those of the map period shown here.
Vesporium  [author] 26 Jul @ 5:49pm 
(2/8) First, I researched at length how to map each large region into the right number of provinces, selecting names of territories, cities and peoples (according to what the sources say about the places), placing the white dots for each province first.
I then used the MapEditor's automatically-generated borders, which I changed for each sea coast, river or mountain range (except on the Afghanistan side, where I did the topography afterwards, which should be visible), so that the generation of .D6M art (the game's automatic one) drew them in the right place.