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You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.

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World of Symetry (231+34, balanced) (Games : Dominions 4: Thrones of Ascension : Forum : Undiscovered Door - Maps & Cartography : World of Symetry (231+34, balanced)) Locked
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Dec 24 2013 Anchor

World of Symetry

Adaptation of the Dom3 map (itself a smaller and non scenarized version of World of Geometry) with added mountain passes and river crossings.
Has balanced start positions for 10 land and 2 sea nations (same terrains and total populations around the capitols), be warned it may means 12 really big empires (22 provinces per player).
All portals allow to travel to central island (which has a population of 50k) and also to one portal of same color on the other side of the map.

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Jan 8 2014 Anchor

very nice thank you !!!

Jan 9 2014 Anchor

Cool, although what about a version with another river, so the map is split into 4 land sectors? Too much?

Jan 10 2014 Anchor

Not really thought about it, just changed the few existing rivers to cover some hex borders and give some use to river crossing.

Hum I could have made the map even more symetric with a north-south river cutting the two plains. But the original idea of the map was to have a very open central plain with no set choke points for 5 land players to battle in on each side, as opposed to the starting regions with natural barreers. The problem with rivers is you can't guarantee people won't take heat dominions on the two side making them hard barriers, then the player in the middle would be the only one having easy access to the two sides.

Jan 13 2014 Anchor

lovely, but no caves?

oh was a dom 3 map, my bad.

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