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Joined: Mar 2004
Reading Timmy's report reminded me of this thread. So we had two games in a row with opposite map design, Epic 24 with a completely random map and Adventure 35 where I drew much of it.
Personally, I like the purity of the unspoiled map approach. When the map is customized, there's always an undercurrent of playing the metagame and trying to outguess the mapmaker. (I got really good at getting into Sirian's head in the later days of Civ 3.) Heavy customization can make for great scenarios like Focal Point and Friendly Takeover, but works better as the exception rather than the rule. In this game, I was just as surprised as everyone else to discover the great distance to many resources. (I didn't feel the happy resource crunch so much. I claimed gems early, imported gold, Oracled for Metal Casting and built cheap forges.)
Back in Civ 3, the map generator was so unreliable as to nearly ruin several events. Starts so close as to overlap capital cities, "Pangaeas" with five continents, AI capitals stuck in ice with zero grasslands. And the AIs would perform terribly without some serious handouts at the capital sites. The only solution was for the sponsor to wield a heavy editing hand. Civ 4 has much more reliable map scripts, thanks to Sirian himself. Almost any start is quite playable as an event, so the blind-design approach can work just fine. I did run several playtests to find a map that closely matched my vision, but probably 18 out of the 20 or so that I rejected would have played fine anyway. Of course, the best answer is a mix of both types.