19 civ Huge terra map for FfH2 - WIP need help

Lutefisk Mafia

Inscrutable Enforcer
Joined
Jun 15, 2007
Messages
544
Location
Minnesota
Hi Everyone -

I started working on this map for FfH2, but unfortunately real life started to get in the way.

I don't want to see it go totally to waste, however, so I am posting it here for use, reuse, mutation, etc. by the Civ4 FfH2 community.

I have attached it as a zipped Worldbuilder save for the BTS 030 version of FfH2. It was last updated to patch k. The map is based off of an old D&D campaign world I ran with some friends many years ago.

Anyway, the philosophy of this map was to give players somewhat balanced starting points, but adjacent only to civs with different alignments. Also, the adjacency would be balanced. For example, if you are a good civ, you would start next to equal amounts of evil and neutral civs, but not right next to any fellow good civs. I have found that this makes for some more strategic gameplay with religion.

I also included some unique features on the map to reward explorers.

Finally, resources are placed in such a way to encourage exploration, conquest, and diplomacy.

Please note that the map still has the "feature signposts" on it. These can be removed in Worldbuilder easily, but I left them in as an aid to anyone who wants to improve upon this map.

A few words about some specific features:

Spoiler :
The Remnants of Illithia area is supposed to be a blasted wasteland left over from an ancient raging magical battlefield. I put down a lot of fallout, but it seems to disappear on its own pretty quickly. I also tried putting some burnt forest on the desert tiles, but it regenerates into new forest, which looks silly in the desert. If there is a way to make it so that the fallout needs to be removed manually, that would improve the map.

The reward is at the center of Illithia in a one tile island. I played around witha few things and finally settled on a developed death mana node. It is possible to link to it via the underwater road connections, but you need to get onto the island and build a road there, too. Also, it needs to be in your culture controlled area. It would be best if a scripted event would award the player who last occupies the island a culture zone similar to the standard 2-radius fat cross of a city production area. I couldn't do this myself as I am no scripter!

The Hidden Valley is sort of the opposite of Illithia, providing a life node, and having mountainous roads for a possible connection. This little valley is accessable only by ranger types who can travel on mountains or by water-walkers. The best implementation would be for a scripted zone of cultural control to pop up in favor of whoever last occupied the life node square, similar to what I proposed for Illithia. Then people would not have to build a city close to the valley just to get the benefits of the goody!

The Maelstrom - I wanted to create a new artifact for the Maelstrom. It would float in the Maelstrom but, once captured, could be brought to a city where it can make a new building, like the Crown or Harp. The new building would provide one water mana.


And a screenie:

erebushexxg1.jpg


Anyway, have fun with this map all!
 
I added a Bannor start savegame for those who prefer that file format:
 
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