That's an easy change, copper moved where you suggested.
Alright, next iteration ready for feedback. I believe I have the landform, resources, hills and rivers ready to go, barring any necessary changes from your feedback.
My basic philosophy was to be extremely liberal with strategic and food resources, but stingy with happiness. There is no wine on the map, only 6 of each of the core Calendar resources, and only one source per player of gold, furs, ivory. Hopefully this makes Cha a smidge more useful than normal, and maybe also religions, happy buildings and wonders, etc. I debated whether to connect players with land bridges across the seas, or islands; I ended up with islands to make it easier to interact with non-neighbors. Either to sail an army through or to open trade, whichever. I did end up with islands being a lot more important than I initially planned; do I need to ban Colossus or the Great Lighthouse? I know RtR eventually changed both, but I'm not sure what they're like in this version.
All the new terrain is desert; this is temporary just to make sure I didn't change any of the 9x9's by accident. 95% of that will become grassland/plains in the next pass, and I will also be adding in forests and jungles in that step. I don't think I will bother with ice or tundra on this map; it rarely seems to add any interest, just some dead zones.
Usable land per player was ~161 tiles, right in the range Krill asked for. The total land count went up a bit when I added mountains; they were very useful for breaking up straight lines.
If you want to open up the map, I've got it here.
If you'd rather look at screenshots:
Alright, next iteration ready for feedback. I believe I have the landform, resources, hills and rivers ready to go, barring any necessary changes from your feedback.
My basic philosophy was to be extremely liberal with strategic and food resources, but stingy with happiness. There is no wine on the map, only 6 of each of the core Calendar resources, and only one source per player of gold, furs, ivory. Hopefully this makes Cha a smidge more useful than normal, and maybe also religions, happy buildings and wonders, etc. I debated whether to connect players with land bridges across the seas, or islands; I ended up with islands to make it easier to interact with non-neighbors. Either to sail an army through or to open trade, whichever. I did end up with islands being a lot more important than I initially planned; do I need to ban Colossus or the Great Lighthouse? I know RtR eventually changed both, but I'm not sure what they're like in this version.
All the new terrain is desert; this is temporary just to make sure I didn't change any of the 9x9's by accident. 95% of that will become grassland/plains in the next pass, and I will also be adding in forests and jungles in that step. I don't think I will bother with ice or tundra on this map; it rarely seems to add any interest, just some dead zones.
Usable land per player was ~161 tiles, right in the range Krill asked for. The total land count went up a bit when I added mountains; they were very useful for breaking up straight lines.
If you want to open up the map, I've got it here.
If you'd rather look at screenshots:
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker