Map Notes for Strategic Game Board #6:
=Map Stats=
- Map designed for 8 civs. Playable by up to 8 civs.
- Overall size 80x80. (default small map size -- the only rule change is to allow 8 civs)
- 8 player start locations
- 'Board Game' style layout, using 42 hexagons
=Geometry=
Like the past three SGB's, this is a hexagon-based map. However, if you go back and compare this map to it's bigger brothers, you'll note a few differences. First, it's not a 'rounded' map -- this one had to be trimmed on a couple of corners to fit the 80x80 size. The result is a much more interesting map, imho. Also, the start positions are a bit more isolated -- not that the competition is all that far away, but you might find early defense to be a bit easier.
Hexagons connect at six points (naturally) to neighboring game hexes. A small land bridge connects three hexes at a corner. You should be able to fit 2 (maybe 3) cities on each hex, more or less comfortably with a little overlap.
The map is made up of 42 hexes. There is one inland sea, at the center of the map, which is just a hole where an intervening hex would have been. Similarly, some 'missing' hexes along the perimeter provide us with some convoluted coastlines. A map screenshot and 'outline' were posted earlier in this thread. (you had to scroll past them to read this)
For those of you who are curious: This map is about 60% the size of SGB #5, which also makes it ~30% the size of SGB #4, and ~15% the size of SGB #3 (the original hex board). I think the 'concentration' going on here is to the players benefit.
=Resources=
As the maps get smaller, squeezing all the resources in is more difficult. In this case, we're cut nearly to the bone.
Same old spiel: Key hexes have clusters of strategic resources. Starting from the outside edges, clusters are placed in roughly concentric rings, with the 'modern' resources are at the center, and the first-visible resources at the outside. Uranium and aluminium are at the 'bullseye' of the map. Distribution as follows:
4 clusters each of horse and iron
3 clusters each of saltpeter, coal, oil, rubber, aluminium, and uranium.
Every start position has close access to *either* horses *or* iron. Every *pair* of start locations thus has access to both, but depending on how many civs are in play, you are not guaranteed possession of these early resources.
Scarcity is mitigated by placing resources in clusters of three. If you find an oil cluster, for example, you not only meet your own needs but have two surplus oil to trade. There is also a possibility that two civs could split control of a cluster, sharing the same oil field, so to speak.
Luxury resources are rare. Actually, each is unique -- I only had room for 1 cluster of each luxury. To make up for this (somewhat) there are 5 placements of the resource in each cluster, giving you an ample surplus for trade.
All map real-estate is valuable. Every hex has something in it, either a resource or a player start position.
Overall, resources should seem balanced for 4 civs.
=Strategy=
For once, I'll leave you on your own when it comes to strategy.
For some of you out there, I'm sure this is the board you've been waiting for. It is, by far, also my favorite.

I like the layout so much I'm going to have to do something similar with one of the larger hex boards.
