Descent into Madness - WorldBuilder Save
So what I didn't tell the players was that the starts are in fact
exactly balanced, and distances between neighbours are
precisely identical.
Basically it's a mirror map, but one with a twist. Obviously it needed a toroidal design to be balanced for 5 players, and here I took some inspiration from the PBEM58 map by SevenSpirits. Additionally though, I wanted the entire map - outside of the capital locations - to be as difficult as possible to dotmap, so that even with identical land we'd be highly unlikely to see any two players settling the same locations in the same order. SevenSpirits helped with on this front with advice and playtest feedback.
The map is 40x40, and everyone borders everyone. All players are separated from all their neighbours by 16 tiles as the crow flies, and 24 tiles by the lay of the land. Capitals were designed to make settling in place as clear as possible so as to avoid roaming settlers messing up the distance balance. Everyone gets all strategic resources inside their capital's BFC, so as to allow all players to put up a strong defense even in a "last stand" position.
I deliberately made the starting areas plains-heavy but rich in food resources to try to discourage the typical Aristograrian strategy. In theory hammers should be valuable enough on this map - and food plentiful enough - that other civic/improvement options are viable choices.
The land areas between starts are jungled and rich in Unique Features. I liked the idea of everyone having a
technically possible Yggdrasil + Remnants of Patria + Dragon Bones city, but deliberately made the steps towards such a city incredibly difficult: heavy jungle to be cut down, 4-way border contest for each spot. More likely I suspect we'll see players claiming just one of the features each in most locations.
There is no Guardian of Pristin Pass or Ring of Carcer, and there are no mana uniques because I didn't want the number of sources to get out of hand by copying each 5 times. (Also two of the mana uniques are lairs, which I didn't want on the mainland.) I did have an idea for a variant where each player would have one raw mana source replaced by one each of the non-Letum Frigus mana uniques (Broken Sepulcher, Mirror of Heaven, Pyre of the Seraphic, Standing Stones, Tomb of Succellus), or two sources replaced (BS + MoH, PotS + SS, ToS + BS, MoH + PotS, SS + ToS). However I liked the symmetry of the map as it was.
The lake areas between starts are rich in food, enclose the only sources of Gold and Gems, and contain all of the lairs on the map. The ten islands should be nice prizes for those who seek to claim them, but they will almost certainly require a heavy defense against the neighbour across the bay.
All of the mana sources on the map are located near the jungle regions, one each in the N/E/S/W directions from each start. There are thus four raw mana sources per player. I consulted with both plako and Mardoc about this, and I think the mana locations should be sufficiently vulnerable to attack such that turtling to a Tower of Mastery victory isn't too easy. (Especially if the house rule requiring Omniscience is in place.)
Map Stats:
Dimensions: 40x40
Number of Players: 5
Total number of tiles: 1600
Land tiles (without peaks): 1060
Water tiles: 520
Impassable tiles (peaks): 20
Average land tiles per player: 212
Percentage water: 32.50%
Number of land masses: 11
Large islands (>9 tiles): 1
Islands with 2-9 tiles: 10
One-tile islands: 0
Number of water bodies: 10
Saltwater lakes: 10
Lakes with 2-9 tiles: 0
One-tile lakes: 0
Size of largest land masses:
990
7
7
7
7
7
7
7
7
7
7
Size of largest water bodies:
52
52
52
52
52
52
52
52
52
52
Map overview: