Map Overhaul - R-Vaccari/BannerKings.CulturesExpanded GitHub Wiki
A big part of BKCE is its extensive map rework. There are 2 main components to it: 1) Adjustments of vanilla content; 2) New content.
Vanilla Adjustments
There are many questionable decisions within the vanilla map. BKCE map addresses (and will continue to, as it is not finished) many of these in multiple fronts:
- The fact all in-game castles both have no unique name beyond "[Village Name] Castle" or any sort of description;
- There are DOZENS of inconsistencies between fief geographical positions, description and visuals: at times a village may produce X good, its description says Y, its visuals show Z. Livestock villages in the middle of the forest, SALT VILLAGES ON FRESH WATER RIVERBANKS, and so on;
- Nonsensical positions, such as castle positions, when a better option (realistically speaking) is clearly available);
- Lack of economical diversity and/or direct LORE CONFLICT through the choices of village productions: Battanians do not have a single cattle village, despite it being a significant part of their culture;
- Among other poor choices.
Example: Battania rearrangement
Battanian fiefs were incredibly badly arranged, with paths criss-crossing each other and no clear sense of organization. Many village production choices were also very questionable: a SILK village completely out of place, no cattle villages to be seen, villages extremely close to each other, and so on.
Example: Castles
All castles are in the process of being named and described uniquely. This means that rather than soulless "X Castle", they will be just as unique as in any town, making them quite a bit more interesting. Many are also being rearranged to fit better positions strategically and logically.
Example: Aserai rearrangement
Another example of questionable positions are the Aserai fiefs. Despite occupying a desert, Aserai fiefs are neatly, homogenously placed. Of course, for artificial gameplay balance, at the cost of immersion, logic and lore. They were largely reworked to be close to water sources, preferably fresh water, as well as green farmable land. For example: there is a large, beaming oasis within Aserai territory. Guess how many fiefs are situated next to it? That's the correct guess: none. Instead, they are in the desert, just a little short of being close enough to drinkable water. Sanala, a major city, was right next to the sea connection of the Damar (the Aserai river), yet not close enough to look like it could actually make use of it. And many other cases like this, all fixed.
New Content
On top of all those changes, a ton of brand new content is added to the map. This content involves expanding into otherwise unused map land, and try to not conflict with the stablished map as much as possible. In sum:
- Whole new swaths of land are now walkable;
- Additions of hundreds of new fiefs used by new cultures;
- Original map area have little additions: balance of existing factions is mostly unaltered;
- Flora additions to unused areas, making them prettier;
- Addition of some detailing, such as aqueducts and missing ports, for a prettier map. However this had to be stopped as we reached the limit of props on the map. This as told to TaleWorlds. You can see if they will do anything here : https://forums.taleworlds.com/index.php?threads/map-entity-limit.460994/#post-9887478 ;
- Warband inspired additions, mainly in Vlandia region.