A diffrent naval(?) map

Findus

Warlord
Joined
May 19, 2007
Messages
206
Location
Sweden
This is a map with a huge landmass full with riverlike coasts running through it. In this map a strong navy is very useful. But you can walk to one or more civs from the starting point so you can invade few civs without using naval forces at all. There are many chokepoints on this map but if you have a transport they wont matter that much.
I made two versions, one with no rule changes and one with few.

- Conquest map (.biq)
- 256x256
Special changes:
Rule changes: Harbor require no maintenance,
Curraghs have trasport capacity of 2.
Galleys cost 5 shields less(3 movement is still worth alot more).
Due to the nature of the map i decided to change "irrigation without fresh water" to pottery instead of elektricity.
All AIs build naval units often.
There are two fishes, one normal and one with 1 food, 1 shield.
And there are whales in coasts.
Few goody huts, there are some on islands and on the "pearl". Also at the tip on the fangs.

Please give it a try :please:
 
Looks very good but Arcipelage Maps always suffer of too less rivers and sweet water reservoirs...(my personal opinion) but ntl it looks good...
 
Glad you like it :D. Anyone care to share any thought on the rule changes? :mischief:
 
Hey, this is a really fantastic map! Nice as an overview picture, and carefully crafted in detail as well.
I already started a game on it; I thought the Portuguese were a good choice: seafaring; obvious why, and expansionist; good on large maps: crack those goody huts!...Errr, Duh; no goody huts on this map!!! -Well Ok; I passed one in my currack on the eastern tip, but that hardly made up for the fact that I had made a bad choice by picking an expansionist civ for this map; my scout was just running around aimlessly.
You should have told more clearly beforehand about the lack of goody huts!
About the rule changes; you asked opinions, well, I really don't think this map requires any rule changes, certainly not the ones you're suggesting. A lack of rivers and sweet water? No, you've got plenty! And it's good that some strategic planning is needed to get a decent amount of food going to your cities. Your rule change would take away that bit of gameplay. And harbors without maintanance costs? I believe harbors earn themselves back anyway; they generate one extra food in coastal squares, so your population will grow, and usually you'll see more coastal squares being worked that way, all adding to the commerce.
So I don't think I'll try any of the changes, although I might try one thing: lowering the AI aggression a bit. Because there are so many civs, all sailable by coast; no sea or ocean squares between you and them, there's a lot of contact right from the start. And even when only a small part of those civs declares war with you, that's still a lot of war to deal with. It' s not so much of a threat -those galleys from that far flung civ approaching your town?; you'll take out that archer as soon as he lands!- but it is a bit of a nuisance when it's happening all the time with lots of civs. I've never adjusted the AI aggression; always leave it on normal, so I can't speak from experience, but I would put it a step lower for this map, I think that would benefit gameplay.
I still have to play a full game on this map though; but my first response: a really good looking map!
 
Thanks for all the nice critics.

You should have told more clearly beforehand about the lack of goody huts!

Sorry, done that now, told where the goody huts are. Though if you want more goody huts you can change it yourself in the editor. Its on Map->Redestribute goody huts. then the computer generate goody huts, just save and there they are. (I can make one map with more goody huts if you really want to, just ask.) This could make some starting points imbalanced though. (Maybe they are already :p. Ive tried to not make them now.)

Most of the changes were actually for the computers, they dont seem to understand how to irrigate from one city to another, they just build mines if there are no sweet water (both on desert and plains). This is a problem on generated maps also.

Its the same about the curraghs, they now offer transport capacity. Since the AI often dont understand the value being able to settle early on a nearby island that can have for example iron it. It would be more balanced to offer transport to curraghs. The galley cost change is there to balance the cost between galleys - curraghs when curraghs get transport.

Same with the often naval thingy. In this map a strong naval force is almost needed as almost all cities you build are on the coast. Though some civs dont build much ships.

And harbors without maintanance costs? I believe harbors earn themselves back anyway; they generate one extra food in coastal squares, so your population will grow, and usually you'll see more coastal squares being worked that way, all adding to the commerce.

About the harbors, i thought that seafaring civs get one extra gold per city connected to the sea, when you build a harbor all cities gain 1 extra gold more(thats negating the cost). That would mean that seafaring get 2 but everyone else get 1.
2 vs 1 is smaller than 1 vs 0.

These are few of the explanations i have why i wanted the rules to be changed like this and its only my opinions.(I made one of each becouse i knew that most ppl would probably like to play with the old rules instead of mine,) but i made the changes on some things that I thought COULD be imbalanced AI to human.

mmm like to argue about things. Bear with me please :p
 
Most of the changes were actually for the computers, they dont seem to understand how to irrigate from one city to another, they just build mines if there are no sweet water (both on desert and plains). This is a problem on generated maps also.

Huh? I'm always noticed when the AI sends a worker all the way across a desert to the edge of my civ so they can irrigate all the way across the desert again to get to their civ.
 
In the ones i play theres ALWAYS, always one AI's that has mined his/her plains. Infact its getting on my nerves that the AI cripple themselves so badly through thier stupidity sometimes. Just have to live with it though...
 
This is a map with a huge landmass full with riverlike coasts running through it. In this map a strong nany :lol: is very useful. But you can walk to one or more civs from the starting point so you can invade few civs without using naval forces at all. There are many chokepoints on this map but if you have a transport they wont matter that much.
I made two versions, one with no rule changes and one with few.
 
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