Conquest of Elysium 3 is an old school fantasy strategy game. You explore your surroundings conquer locations that provides the resources you need. Resources needed vary much depending on what character you are, e.g. the high priestess need places where she can gather human sacrifices, the baron needs places where tax can be collected and where iron can be mined. These resources can then be used for magic rituals and troop recruitments. The main differentiator for this game is the amount of features and special abilities that can be used. The game can be played on Windows, Linux (x86 and raspberry pi) and Mac OSX (intel and powerpc).

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Dogpile Map (Games : Conquest of Elysium 3 : Forum : Maps & Scenarios : Dogpile Map) Locked
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Feb 21 2012 Anchor

OK this is the Dogpile Map for Conquest of Elysium 3.
It is designed to be played with all players teamed together against THE EMPEROR (one AI set at maximum setting) who lives in the exact middle of the map.

Gandalf Parker

crap I had a lot more to put but this forum wont allow multiple posts. It keeps putting them together. FINE! *&^%$

You can view it in your browser. Usually, right clicking it will let you "Save Page As" or something like that to save it to your machine. Or you can cut-n-paste with Ctrl-A, Ctrl-C, then Ctrl-V into an editor. But be sure to not allow it to wrap the lines.


You can see how the game does its maps. Rows of numbers representing the game tiles.

At the end of the file you can see the minimum extra commands I added.
The addfancyterrain will convert random tiles into things like mines and towns.
I put two of those lines which means it runs thru the map doing that, then runs thru doing it again. Very generous.

The first fixed player line sets the first player (color red) to be the Senator nation on Team 13 (players cannot select it) as a computer player in the maximum setting (emperor level).

The other fixed player lines are for the human players. -1 is random nation but open for change, then team 1 so all humans are allied together, followed by 0 for human instead of AI player but it is changable, and the last -1 makes the AI levels changable if you decide some of the players should be AIs allied with the humans.


The squareflag sets a flag at X=27 Y=27 and the color RED (256).
If you un-remark the invisibleflag line by taking out the # at the beginning then the flag will disappear. It doesnt do anything. Its just a marker to be used by other commands.

I was thinking of adding some other flavorful thing. Maybe a trigger on the first player to reach the flag. An announcement to everyone maybe? It could also be an area flag so that it could announce to everyone that a player has reached "Rome, the City of the Emperor"


Anyone who has played this map have any comments?

I was thinking that I might have made the land-fingers around the edge alittle too close to each other. If the game places a coastal village on each finger of land then they can be close enough to walk across. Its like having a ferry connection without using the ferry tile.

On the other hand, if I fixed that "problem" then the nations with water access would have a really big advantage. So it kindof (and randomly) counter-balances that. In fact, maybe I should look at the map again and place a ferry boat tile anyplace where the water gap is too big to allow a random connection like that. Not actually making a connection (since that would then be permanent) but just providing a stepping stone so that the random placement of coastal towns COULD provide a bridging. Thoughts?

Edited by: gp1628

Mar 26 2012 Anchor

I was playing it earlier with some other people and I believe that you have too many Ancient Forests around the map. Also the Ancient forest start pretty much right next to your forests so if you are a race that can't flag it or destroy you will end up having to spend much of your time defending. Also, it would be great if a mine was closer to the starting points to help the classes that need it.

Mar 26 2012 Anchor

I didnt actually place any of those.
The map is designed for maximum replayability. The game places things like that. If you play the same map again you will find that all of those are different.
Luck of the Game.

I dont have the patience to specifically place such things but the mapper does support it if someone else wants to tackle that.

Edited by: gp1628

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