King Phaedron
Warlord
- Joined
- Oct 9, 2017
- Messages
- 179
Civilizations: 15
City States: 24
Wonders: 13
Castaway is a balanced map where 15 Civilizations are Ocean Locked in maticulously designed tight regions where excellent district adjacency and strong resources are the norm. The Regions tend to have access to 1 or 2 city states across 1 ocean tile which may be met with a galley or embarked builder. 4 of the Regions have a city state directly in their land. 9 of the regions have a wonder. All regions have 5 trade luxuries and an additional 8 common ones (which are the ones that raise science, culture, or faith.)
There is room for 7 cities spaced 4 or 5 tiles apart. While it forces you into a tight AI settling pattern, the area is strong and your districts are the most important thing. The fact your inner cities won't grow to be massive 30 population Megalopolis with 100 production is a good thing, and encourages expansion. The outer world has a few unique resources, and 3 or 4 copies of every trade luxury, plus lots of strategics. Everyone starts with horses and iron, some also have Niter, desert areas will have oil.
Also included is Islander, a version of Castaway with one ocean tile removed so that early game interaction is possible, but still requires embarking and crossing through city state territory, either as their Suzerain or by going to war with them. If a CIV cannot traverse oceans, and you Suzerain their city state, they BECOME ocean locked.
This map uses Random Players, and Random City States, advanced starts. (for more details there is a txt file)
(However this may need to be corrected. MAORI should not be allowed in this map) Change Advanced Starts to suit your game.
You may want to start in a later era, as the early game is going to be quite boring, and I'm not sure if AI will even have the sense to beeline Cartography. You may also want to play on normal speed. The outer regions may appear to be undeveloped, I assure you this is not the case. Everything is there, it just looks that way. This map is kind of like if an alien mothership captured every civilization and put them in a bio dome. It turns vast oceans into tiny area. It forces you to make harbors, but the Navy is useless. The outer world is extremely symmetrical. It looks artificial, but still has all kinds of resources for normal cities.
PROS:
---------
Immortal and Deity bonus settlers less useful due to capped expansion
Player Cannot easily expand to outpace AI Science and Culture bonuses.
Strong Inner Cities
CONS:
---------
Religion and Warmongering delayed
Lack of Trade and Interaction
Cultural Victory hindered
Wasted AI Golden Ages, like early Exodus of Evangelists
potential for AI to greatly delay getting Cartography
Navy is mostly defensive, and can't go anywhere.
EXPLOITS
---------------
Build a City on a tile near where the ocean is weak, and then buy out the coast tile behind the ocean. Build a harbor there. Then build ships and conquer the nearby city state. This exploit is possible for 8 starting areas. The city location will be bad, and the harbor will be total garbage, but if you're desperate to get into the outer world this exploit is possible. Keep in mind that the outer world has less resources and a more randomized setup. You are better off creating 7 cities in your region before considering to do this. Inner regions often have spots for Campus next to 2 reefs so that they get strong Science adjacency. Aside from meeting city states, and hunting down tribal villages, there isn't much to do in the outer world. Without traversing oceans, you still can't meet other civilizations.
The Islander version shows RED starting Civ Locations, and PURPLE City State Locations. Also included: all my other Civ Maps to date.
City States: 24
Wonders: 13
Castaway is a balanced map where 15 Civilizations are Ocean Locked in maticulously designed tight regions where excellent district adjacency and strong resources are the norm. The Regions tend to have access to 1 or 2 city states across 1 ocean tile which may be met with a galley or embarked builder. 4 of the Regions have a city state directly in their land. 9 of the regions have a wonder. All regions have 5 trade luxuries and an additional 8 common ones (which are the ones that raise science, culture, or faith.)
There is room for 7 cities spaced 4 or 5 tiles apart. While it forces you into a tight AI settling pattern, the area is strong and your districts are the most important thing. The fact your inner cities won't grow to be massive 30 population Megalopolis with 100 production is a good thing, and encourages expansion. The outer world has a few unique resources, and 3 or 4 copies of every trade luxury, plus lots of strategics. Everyone starts with horses and iron, some also have Niter, desert areas will have oil.
Also included is Islander, a version of Castaway with one ocean tile removed so that early game interaction is possible, but still requires embarking and crossing through city state territory, either as their Suzerain or by going to war with them. If a CIV cannot traverse oceans, and you Suzerain their city state, they BECOME ocean locked.
This map uses Random Players, and Random City States, advanced starts. (for more details there is a txt file)
(However this may need to be corrected. MAORI should not be allowed in this map) Change Advanced Starts to suit your game.
You may want to start in a later era, as the early game is going to be quite boring, and I'm not sure if AI will even have the sense to beeline Cartography. You may also want to play on normal speed. The outer regions may appear to be undeveloped, I assure you this is not the case. Everything is there, it just looks that way. This map is kind of like if an alien mothership captured every civilization and put them in a bio dome. It turns vast oceans into tiny area. It forces you to make harbors, but the Navy is useless. The outer world is extremely symmetrical. It looks artificial, but still has all kinds of resources for normal cities.
PROS:
---------
Immortal and Deity bonus settlers less useful due to capped expansion
Player Cannot easily expand to outpace AI Science and Culture bonuses.
Strong Inner Cities
CONS:
---------
Religion and Warmongering delayed
Lack of Trade and Interaction
Cultural Victory hindered
Wasted AI Golden Ages, like early Exodus of Evangelists
potential for AI to greatly delay getting Cartography
Navy is mostly defensive, and can't go anywhere.
EXPLOITS
---------------
Build a City on a tile near where the ocean is weak, and then buy out the coast tile behind the ocean. Build a harbor there. Then build ships and conquer the nearby city state. This exploit is possible for 8 starting areas. The city location will be bad, and the harbor will be total garbage, but if you're desperate to get into the outer world this exploit is possible. Keep in mind that the outer world has less resources and a more randomized setup. You are better off creating 7 cities in your region before considering to do this. Inner regions often have spots for Campus next to 2 reefs so that they get strong Science adjacency. Aside from meeting city states, and hunting down tribal villages, there isn't much to do in the outer world. Without traversing oceans, you still can't meet other civilizations.
The Islander version shows RED starting Civ Locations, and PURPLE City State Locations. Also included: all my other Civ Maps to date.
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