Caribbean Map - Huge

Cwyn

Chieftain
Joined
Jun 20, 2006
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3
Here goes my first attempt. I hope someone likes it. Feel free to use it, edit it, make it better or more interesting. The map stretches from the gulf coast of Mexico to the island of Trinidad & Tobago. It only goes as far north as southern Georgia and as far south as the northern part of Colombia. I tried to base resources off of what I found in the CIA factbook and a few other sources so their exact placement may be a little innaccurate.

There are eight civilizations: Incan, Aztec, Karankawa, Yanomamo, Spanish, English, French, and Dutch. All start with minimal technologies to symbolize being cut off from their homeland or just being primitive - and to make it a little closer to fair. Horse resources are scarce and placed near the European powers' starting points to symbolize that they actually introduced horses to the Americas. The primitive cultures start with a few extra units while the colonizing cultures start with only a settler and one advanced military unit.

Caribbean Colonization - (84x52)
 

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it looks sweet but the huge maps with too many civs makes my computer run slower and some other peoples' you should make a smaller one.
 
It looks like most of the water is Ocean, is it possible to have more Coast (after all its very shallow their) so early ships can move around better?
 
Great. I love it. But I think it's somewhat unfair to give the Euros the great unit, and the English the best one. First of all, I love this, it's way better than anything I could do, and this isn't criticism. But as the english I sent my redcoat out to investigate. I took New Orleans from two archers. Next I moved to the last French city. Got 5 ex points and got anti-gunpowder promtion. So I had 16 +25% against a 9 musketman. Needless to say I won and took all of the land between us lazily. I sent my redcoat to the next group, some indian. I killed 6 archers until I had to retire. But still, I killed off half of their units, took no losses, and diverted their entire economy to stop me. I proceeded to destroy all the improvements and they couldn't stop me. Later on I had the economy to easily overwhelm them. Then I had the entire area above the Rio Grande. Again I followed the same standard. I invaded Mexico with my red coat. Destroyed the improvements while I waited for my army to arrive. Once my army got there, the mexicans were already ruined.

I know I cheated. I later on went, restareted, and actually played the game fairly. Kept my red coat within my cultural borders. But still. Just, perhaps you could change it. Give all Euros a musketman maybe. Something that is a big benefit but still killable by archers.
 
Cwyn said:
Here goes my first attempt. I hope someone likes it. Feel free to use it, edit it, make it better or more interesting. The map stretches from the gulf coast of Mexico to the island of Trinidad & Tobago. It only goes as far north as southern Georgia and as far south as the northern part of Colombia. I tried to base resources off of what I found in the CIA factbook and a few other sources so their exact placement may be a little innaccurate.

There are eight civilizations: Incan, Aztec, Karankawa, Yanomamo, Spanish, English, French, and Dutch. All start with minimal technologies to symbolize being cut off from their homeland or just being primitive - and to make it a little closer to fair. Horse resources are scarce and placed near the European powers' starting points to symbolize that they actually introduced horses to the Americas. The primitive cultures start with a few extra units while the colonizing cultures start with only a settler and one advanced military unit.

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Very cool! I'm happy to see the Yanomamo here since they're a very interesting people and I enjoyed learning about them in an Anthropology class :)
 
I'm glad a lot of you like it. I'd like the Panama area to be a more strategic place but there's just not much on the SW side of it.

Impaler[WrG] said:
It looks like most of the water is Ocean, is it possible to have more Coast (after all its very shallow their) so early ships can move around better?
Yeah, it is a bit annoying in the beginning of the game to have those coastal cities extending their borders into what little passable coastline there is. Maybe one more tile width wouldn't be a bad idea.

scipian said:
Give all Euros a musketman maybe. Something that is a big benefit but still killable by archers.

Actually I did give all the Euros a musketman. The French got a musketeer, the Dutch a musketman, and the Spanish got a conquistador. But you're right; the redcoat is a bit much. I'm also a bit displeased with the Spanish empire's slow start. I'll either need to change around some primitive resources on Hispaniola or throw in a few extra starting techs like animal husbandry or something.

Shqype said:
Very cool! I'm happy to see the Yanomamo here since they're a very interesting people and I enjoyed learning about them in an Anthropology class :)
I had a hard time finding anything like a chief's name for them, the Karankawa too, let alone village names. I did pull one chief's name off an old Yanomamo photo though. If you have any more insight, names or otherwise, feel free to mention it. Most, if not all, of the Karankawa chiefs' names I found were Spanish. It seems there isn't much information on them before the Spanish missionaries got to them.
 
Here's the latest version. The English have left their redcoat at home and have sent a musketman instead. The coastlines have been widened slightly to make passage a little easier for the more primitive ships. The Cayman Island(s) has been added as well, although there's not much there. Whaling has been discovered in the Atlantic and Pacific oceans, although there isn't much whaling in the Caribbean. A few names where changed to better reflect the period but that shouldn't affect gameplay.

All civilizations start with five technologies, some slightly more advanced than the primitive cultures but lacking in a few basics. There are a few pirate caravels on the seas
 

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