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[SPOILERS/MAP] Wherein I make Brick a new resource and blanket the map with it

Obviously I'll also do the same with Wood, so we can play Civilizations of Catan.
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So I've been pondering a few ideas for how I want to design the map around in my head, and I'll either get some sample rough maps or Paint sketches up on here soon for review.

I think I have two main concerns that I wanna address as far as geographical balance:

1) For intracontinental, I don't want any of the civs to start in a place where they'll be naturally trapped between the other two, who will only have one neighbor. This can be addressed by either having them start in a triangle-ish arrangement, or having each continent be a continuous strip of land, so each civ has neighbors to their north and south (or east and west, I'm not a directional snob.)

2) For intercontinental, I want all of the civs to have equal chances at being able to contact the other continent. That mean having more than 1 island bridge, maybe 3 that are spaced around?

Let me draw up some ideas I had quick (though work is picking up so it might be a few hours) for your viewing and critiquing pleasure.

[Image: 3ehLh.png]

[Image: vYekl.png]
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I'm not sure it's as balanced (what's the wrap?), but your first map is definately more interesting.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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These would both be Toroidal. So for the first map there are 4 ways off each continent to 2 different mini-hub-islands. That one would have more of a far away feel like regular Continents, until the Astrology days came and everyone would have a new and really close neighbor.

Also, I rolled up the list of players again to get continent placement and got:

Continent 1) MusicMan, Shoot the Moon, Sian

Continent 2) Kyan, mackoti, nakor

Sounds good to me, as I was afraid of something like Music or Sian stuck in between Kyan and mack. Any lurker objection to that placement?
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I like the first design better, looks interesting. I think for fairness maybe don't have the feeder islands in a straight line, but maybe staggered so that if Civ A settles one island, Civ B can still get around or settle the other island, to make for competition settling those islands as well, rather than whoever gets the first island gets the whole chain.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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If you rolled it randomly, them's the breaks.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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spacetyrantxenu Wrote:I like the first design better, looks interesting. I think for fairness maybe don't have the feeder islands in a straight line, but maybe staggered so that if Civ A settles one island, Civ B can still get around or settle the other island, to make for competition settling those islands as well, rather than whoever gets the first island gets the whole chain.

Agreed. I like idea 1 much more than idea 2, and I think this is a clever modification.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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spacetyrantxenu Wrote:I like the first design better, looks interesting. I think for fairness maybe don't have the feeder islands in a straight line, but maybe staggered so that if Civ A settles one island, Civ B can still get around or settle the other island, to make for competition settling those islands as well, rather than whoever gets the first island gets the whole chain.

I'm having trouble picturing what you're saying unfortunately. do you mean having a few islands side by side? two entrances from each direction?

And keep in mind that there are already two island chains to each bigger island from each continent, since there is a wrap around.
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spacetyrantxenu Wrote:I like the first design better, looks interesting. I think for fairness maybe don't have the feeder islands in a straight line, but maybe staggered so that if Civ A settles one island, Civ B can still get around or settle the other island, to make for competition settling those islands as well, rather than whoever gets the first island gets the whole chain.

I love map A as well. But I'm not sure this is necessary Xenu - it looks like with the wrap there will be 3 sets of islands leading out towards the other continent - roughly one per player.

Now there will be a rush to settle either of the two big islands, but who cares. I imagine early on the little islands will be ignored (for settling) and just be used to extend coast and allow a galley/workboat to make contact with the other civ, no?
Please don't go. The drones need you. They look up to you.
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Bigger Wrote:I love map A as well. But I'm not sure this is necessary Xenu - it looks like with the wrap there will be 3 sets of islands leading out towards the other continent - roughly one per player.

Now there will be a rush to settle either of the two big islands, but who cares. I imagine early on the little islands will be ignored (for settling) and just be used to extend coast and allow a galley/workboat to make contact with the other civ, no?

There are 4 sets leading out from each continent, 2 going to each intersection point. So for mini-island one, that will be reachable from Continent 1's north and south island chains, and Continent 2's east and west island chains. With 4 ways to exit each continent, I would think that it would be easy to send contact if people so desired. Maybe that center island could be split into different pieces, to keep it from becoming blocked off.

Plus, there will be resources on these islands and chains leading to them, but they will not be anything super powerful, just there to allow some settling for later naval ventures. If someone has a big push to settle the islands, then that might win them extra revenue via the GL, but the territory will not be grand enough that that will be The Winning Strategy TM
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