Jabah Wrote:I would be quite cautious about adding islands in the "corners". It will be relatively unfair for the teams that start close to the middle (ie straight N / E / S / W) compared to the ones that start close to the diagonals (NE / SE / SW / NW) who will be more likely to reach those island [or make sure they can be access even with closed borders).
I think adding a galley passage is fairly important, but the "corner islands" should probably be resource poor.
Quote:Another option could be to put a little bit more inter-distance between Civs for the 'middle' teams than the 'diagonal' teams. It might help also considering that they have an extra potentiel ennemy closer [ie just opposite the sea]
There are actually two segments that are 12 tiles (rather than 11), both between horizontal starts. Another option is to fill in the inner side of the donut on the NESW sides with an extra row or two of land tiles. I'll try that.
These are good adjustments to make, but we have very balanced map as far as land access in a typical Civ setting in concerned.