Templars 4.31

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plurple
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Re: Templars 4.25

Post by plurple »

map graphics have been updated to 4.25 on live :D
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Re: Templars 4.25

Post by Swimmerdude99 »

Looks Excellent. I also love the Sultan & Caliph area, that feels incredibly clean now.
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Templars 4.26

Post by SoN!c »

Swimmerdude99 wrote: Fri Feb 06, 2026 4:57 pm Looks Excellent. I also love the Sultan & Caliph area, that feels incredibly clean now.
This is how it looks with the upper side in the same font and without the '+2' and "+1" in the text (no double legend) which was your last remark:

4.26:

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also shifted the "crater" at Syria 2 (and the border) a bit to the left to match the xml position better.

Thx for the good feedback!
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Re: Templars 4.26

Post by Swimmerdude99 »

I think this looks excellent!
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Re: Templars 4.26

Post by Swimmerdude99 »

One more quality of life improvement - I think Outremer territs should be darker/black text. The grey is very hard to read.
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Re: Templars 4.27

Post by SoN!c »

Swimmerdude99 wrote: Mon Feb 09, 2026 2:15 pm One more quality of life improvement - I think Outremer territs should be darker/black text. The grey is very hard to read.
Like this (4.27)?:

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Re: Templars 4.26

Post by Swimmerdude99 »

Much better, imo.
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Templars 4.27

Post by SoN!c »

Big and small 4.27:

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Re: Templars 4.26

Post by plurple »

4.27 Graphics is live :D
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Re: Templars 4.26

Post by Swimmerdude99 »

Had two more ideas - even on the large graphics its hard to read the noble names. So I'm trying to think of a way to make that more clear.

The numbers on the nobles have no significance, but the circle outlining them represents a connection to the ships they can hit. - outlined circles on the ships in the west, and outlined circles on the nobles. Same for the east side - solid circles around the numbers.

However, the numbers have no significance on the nobles (the numbers have significance on the ships, because they don't have some other name). Noble "De Troyes" isn't "number 1 noble" and can't only hit the West Ship 1.

The text that defines the noble as "De Troyes", etc. Is hard to read. Is there anther way to connect the ships and nobles - visually - instead of the circles and numbers?
Secondly, could this help make room for the noble names? Should the noble names be overlayed over their coat of arms in a banner instead of above them? The coat of arms also have no relation to gameplay or map features.
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Templars 4.28

Post by SoN!c »

Swimmerdude99 wrote: Thu Feb 12, 2026 9:47 pm Had two more ideas - even on the large graphics its hard to read the noble names. So I'm trying to think of a way to make that more clear.

The numbers on the nobles have no significance, but the circle outlining them represents a connection to the ships they can hit. - outlined circles on the ships in the west, and outlined circles on the nobles. Same for the east side - solid circles around the numbers.

However, the numbers have no significance on the nobles (the numbers have significance on the ships, because they don't have some other name). Noble "De Troyes" isn't "number 1 noble" and can't only hit the West Ship 1.

The text that defines the noble as "De Troyes", etc. Is hard to read. Is there anther way to connect the ships and nobles - visually - instead of the circles and numbers?
Secondly, could this help make room for the noble names? Should the noble names be overlayed over their coat of arms in a banner instead of above them? The coat of arms also have no relation to gameplay or map features.

This would be Templars 4.28:

Image

Changes made to legend font in right bottom corner for better visability, names of the nobles larger and a "halo ring" in blue-ish (east) and red-ish (west) with matching ring around the nobles and a golden one for the flagship.
Visual its hinting that the ships connect to the nobles this way which was your suggestion i believe
Matching icon in the left upper legend next to the word flagship
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Re: Templars 4.28

Post by SoN!c »

and small:

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in the bottom right legend the ship icons (of the ships at the crossing point "5 1") are put in too
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Re: Templars 4.28

Post by plurple »

why are the east side noble names larger but west still small?
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Re: Templars 4.28

Post by SoN!c »

Max font...because larger names but i can do it same size for 4 of the 6:

4.29

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Re: Templars 4.28

Post by Swimmerdude99 »

I like the rings you did around nobles and ship spots. I think you could remove the numbers 1-6 on the nobles entirely now.
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Re: Templars 4.28

Post by TrafalgarLaw01 »

Agree, the numbers on nobles are not needed.

I'm trying the map right now. So far I'm enjoying it, it seems there are just 2 palces to start and the Cyrpus Churh almost never if at all come into play, but so far fun map
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Templars 4.30

Post by SoN!c »

TEMPLARS 4.30 without the nobles "numbering":

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and small:

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Re: Templars 4.30

Post by plurple »

updated to 4.30 :D
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Re: Templars 4.30

Post by SoN!c »

4.31 coming soon (new GFX position on the ships) and renaming the nobles as "knights" (as the "knights templar" makes more sense).

If anybody has anymore suggestions the time is now..
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Re: Templars 4.30

Post by TrafalgarLaw01 »

I don't know if this was disscussed or implemented, but maybe connecting Persia 3 to East Ship 4 could bring more chances of going into cyprus
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Re: Templars 4.30

Post by riskllama »

congrats, sonic....*polite clapping*
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Re: Templars 4.30

Post by SoN!c »

TrafalgarLaw01 wrote: Wed Feb 18, 2026 5:50 pm I don't know if this was disscussed or implemented, but maybe connecting Persia 3 to East Ship 4 could bring more chances of going into cyprus
There was a connection between Persia 3 and East ship 4 in older versions but removed for following reasons:

The ships are "Templar ships" so no harbour or connection is situated in the caliphate, egypt, syria and seljuk persia as these are historically no regions where the templars had commanderies / strongholds..

It would also make persia even harder to hold.

Cyprus can be taken if you gather a big enough force. Taking the seafort gives a +1 to set up a "beachhead". The seafort can't be attacked directly from the nobles either.

Also: In older versions Cyprus 2 was not always neutral but this could give a disadvantage on drop. Hence it's always neutral now..

But a good idea to make Cyprus more interesting to attack early on (like it once was). There was also once a "pirate ship" that could attack it.. (a "pirate ship" as the opponent to the flagship). Perhaps that pirate ship needs to come back
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Re: Templars 4.30

Post by TrafalgarLaw01 »

SoN!c wrote: Thu Feb 19, 2026 5:09 am
TrafalgarLaw01 wrote: Wed Feb 18, 2026 5:50 pm I don't know if this was disscussed or implemented, but maybe connecting Persia 3 to East Ship 4 could bring more chances of going into cyprus
There was a connection between Persia 3 and East ship 4 in older versions but removed for following reasons:

The ships are "Templar ships" so no harbour or connection is situated in the caliphate, egypt, syria and seljuk persia as these are historically no regions where the templars had commanderies / strongholds..

It would also make persia even harder to hold.

Cyprus can be taken if you gather a big enough force. Taking the seafort gives a +1 to set up a "beachhead". The seafort can't be attacked directly from the nobles either.

Also: In older versions Cyprus 2 was not always neutral but this could give a disadvantage on drop. Hence it's always neutral now..

But a good idea to make Cyprus more interesting to attack early on (like it once was). There was also once a "pirate ship" that could attack it.. (a "pirate ship" as the opponent to the flagship). Perhaps that pirate ship needs to come back
I see,

With just 1 tert besides the church and the castle Cyprus must always start neutral, yeah.
I don't know about the pirate ship how it worked.
Just on my experience. not much so far (5 games), I've seen the other 3 temples being taken, but never cyprus.
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Re: Templars 4.31

Post by SoN!c »

okay so this is Templars 4.31:



It makes more sense to rename the nobles into knights (as the templars are best known as the knights templar)

Added a medieval templar knight helmet to the knights/nobles starting position to make it extra clear (same with overlords):

Image

shifted east ship 3 and others a bit more to its center xml position

small:

Image
Last edited by SoN!c on Fri Feb 20, 2026 10:30 am, edited 2 times in total.
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Re: Templars 4.31

Post by plurple »

new version is live once more.
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