This is probably a bit irrelevant but the fact there are round numbers of territories and bonuses makes me very happy, 1290 and 320 are such clean numbers.
Wood Constructions: Military Secret Project - Aerodynamic Experiments - Trojan Park
Cemetry East:
Sacrifice Hall - Black Cats Bough - Wishing Well - Bishop's Catacombs - Yard of the Beheaded
The Milliners District: Beaver Hat - Lady Mildred's Exotic Doves
The Almond Groove: Red Orangery - Foil-fencing Showdown - Quaint Belvedere
Parade Ground: Hills of Pagans' Defeat - Conqueror's Cross - Silver Berserk March - Scent of Expansion Horseman Statue - Festival Uniforms - Falconer Hope (maybe Soldier Forest?)
(By the way some areas might overlap with cheesus' because I didn't checked the thread for a while - first finishing all the rest of names :/ nevertheless I'll include them)
Gibbet Place: The Hanging Tree - Witcher Hill Giggling/Waiting Crows - Swinging Noose
The Guillotine: Head Bucket Store - Spectator's Venue Gory Blade Grinder - Old Town Scaffold Stairs to the Creator - Doomed/Beheaded/Executor Shelter
Maybe it's too late for this suggestion, but it might be good to make the span of the bridges into territories instead of connecting one side directly to the other. It would make for more tactical realism to have those choke points.
Von Jewburg, thanks for your suggestions. =) Grover, I already considered to give the bridges territories, but I decided against it. the roads will have zero bonus value on default. there are meant for fast traveling and for strategic purposes. controlling the streets will be the key for dominating the districts. bridge-territories wont have any strategic value. bridge territories would only enlarge choke points and traveling time. Instead of defending from the bridge you can hold off the enemy from the adjacent road. Although there are bridge territories across the moat, but these shall simulate the fortification aspect. I hope that was somehow helpful to comprehend my decision. =)
That makes sense, though I thought a change would make the bridges more realistically important strategically. Controlling street is key to dominating the districts, but controlling bridges and intersections would be key to holding the streets. Just a suggestion. :-) Do what you want with it.
I figured there was no harm in mentioning it. :-) It's such a cool map!
In the inventor's tower, you spelt 'engineer' wrong on the top territory. also, some of the lake is shown outside the area of the map when fully zoomed out (in the top right)
Looks incredible mate! Give me a shout if you need more names, I see a lot still unnamed.
Imho the citadel bonuses should be named differently. The Great Hall, for example, takes up a third of the whole place! It's larger than the entire Red Church. I don't think it should take more than 2/3 maybe pushing 4 territories.
Similarly with the Royal Chambers. General terms like the East and West Wings could work. I'll put some thought into that if I have time.
But seriously, what a map! If I ever make one I know who I'll be coming to for tips ;)
thanks a lot guys. TeeMee, I can easily change that lake error, but I thought it isnt very annoying. How do you like this version: https://www.warlight.net/SinglePlayer?PreviewMap=57369 and Grover's Townhouse is the best. =D