World Map

Changes from Master of Magic
''Water bodies with no connection to the ocean had to be removed, as they are pretty hard to overcome for AI players who don't know their ships will get stuck in those. Continent sizes have been limited to no more than 200 tiles, as continent based AI regrouping and movement is far too inefficient and slow otherwise. Existing ore types have been overhauled and one new type of ore has been added to make them more relevant to the gameplay. Unproductive and suboptimal tiles have been kept in the game, as a land that has uniformly useful tiles everywhere results in boring and uninteresting games. However treasure generation in encounter zones have been completely overhauled, as well as placing monsters into these, to ensure a fun, balanced, and varied experience. Extreme travels speeds escalate the effectiveness of unstoppable armies (that are available in very limited quantities due to their cost), by allowing them to be omnipresent, and conquer targets at insane speed, denying the enemy the chance to launch any counterattack. Due to this, some travel options have been changed to be less efficient.''

''Scouting range on many units was increased in the initial versions of Caster of Magic but I realized doing that was a mistake as it made it too easy to scout the entire world map and also too easy to notice incoming enemies and position stacks at a safe distance from threats, giving more tactical advantage to the player than intended, so now scouting ranges are closer to the original. This also makes stopping enemy scouts from discovering your cities and enabling their owner to curse them somewhat more manageable although still quite difficult.''

''Chain transportation is no longer possible. While you can still board a ship, move, and disembark the same turn, if you board another ship that wasn't used to move the unit, you can't transport the unit any further that turn. Additionally, you can't transport a unit if it already participated in combat that turn either.''