Build solid islands between the two players, "continents" that can host up to 10 cities. No one can ever prioritise which direction to settle in, because no one ever knows the full map at the start of the game. And weven if they are close, there is no chance in hell that they ever invade before astro, the hammers they need to invest in galleys is too prohibitive. This is hiow to make the exploration in the 4X important in how the game unfolds (place all starting untis on 1 tile).
For instance it took Memphus 80 turns to realise what sort of map he was on when he playtested the idea for me months ago. He never really knew what to do, and he warrior rushed the player next to him.
Olo, problems: navy is unimportant, for some. Others get a larger coastlin,e so can take advantage of that to build a navy against those that hagve none and anphib invade them with no opposition. Difficulty of balancing coastal v non coastal starts. Unequal jungle etc etc. balancing lack of land v those with lots of land (I've already illustrated that, compare against ruff with agg Rome!)
For instance it took Memphus 80 turns to realise what sort of map he was on when he playtested the idea for me months ago. He never really knew what to do, and he warrior rushed the player next to him.
Olo, problems: navy is unimportant, for some. Others get a larger coastlin,e so can take advantage of that to build a navy against those that hagve none and anphib invade them with no opposition. Difficulty of balancing coastal v non coastal starts. Unequal jungle etc etc. balancing lack of land v those with lots of land (I've already illustrated that, compare against ruff with agg Rome!)