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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).
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.
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.
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.
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).
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”.
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.
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.
Thank you for your interest and your questions !
Most of these issues come from the way I built this map. This map is directly https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3396284594 (HCAM) from which I “removed” (I explain later) many provinces to propose another experience/concept, but for which I can reuse the same division of provinces (which I clearly couldn't do to make a map of the same regions in medieval or later times, for example).
The game shows that there are 527 land provinces and 107 sea provinces on the map. Is it because of the cave walls? I wonder if this affects the generation of sites. For example, if a unique site is generated in a cave wall, that means that it cannot appear in another place, right?
The provincial centers (and thus forts) are very close to the rivers. I understand the idea, but it's a bit disorienting, especially at first. Maybe it would be possible to move them a bit further from the rivers?
There are two mountain passes in the province of Adulis. The game doesn't render them. Perhaps this problem manifests itself somewhere else. I haven't checked the whole map yet.
Some legendary places like Babylon are not particularly notable. It might make sense to give them a special site or something, as well as stronger and thematically appropriate guardians.