Newton
Chieftain
Since I couldn't find a map of Faerun in here, i made one myself.
For those who don't know: Faerun is a continent of Toril, a fantasy world of Dungeons and Dragons.
The landscape is (of course) true to original, but only some ressources are (to place uranium on a fantasy map true to original is particularly hard, though...
).
Normally I don't like maps which are that big because later on one has freakin big civilizations with mijo cities. So I decided to let the player play with max 27/23 civilizations instead of max 8 in order that the civs are more near together. I recommend to enable all KI players.
The varous nations all have fixed starting positions.
There are now three maps in the archive file:
The first is the Faerun map for the original game (Faerun.biq):
I tried to find a counterpart from the real world for each civilization in Faerun, the different civilizations start there, where their counterpart would start. See Faerun.txt for more info.
Update: Forgot the barbarians and goody huts
The second map is the Faerun map for the WH2Mod (WH2Faerun.biq):
I like this mod very much and since Warhammer is fantasy too, it would fit better than the original game: Ever seen a tank or a airplane in Faerun?
So I tried to find a counterpart from the Warhammer mod for each civilzation/tribe/whatever in Faerun. See Faerun.txt for more info.
Update: Forgot the barbarians and goody huts; some tweaks on the landscape, ressources; there's no Tethyr anymore, Bretonnia is now {cities at the sword coast}
The third map is like the map for the WH2Mod but with some changes (WH2FaerunB.biq):
All players start with different starting conditions; Some get a hamlet or even two, others get more military or explorers, infrastructure or fortifications. Some even start with nothing at all (except a settler,...).
The map is full of barbarians, rogues, evil forces, greenskins and carnivores (man eaters), so it is very hard to rush out settlers all the time. If you wanna expand your territory, you'll have to fight for it.
By the way: The fortresses, (most) roads and the barbarians(, rogues, evil forces, greenskins and carnivores) are like they are in the original world - approximately.
So, this was the pro; here the reason why this isn't just an update for WH2Faerun.biq: Because of the hamlets, roads, units, barbarians, the waiting-time between the rounds is rather long. At the beginning about 20 secs per round, later on about 10-15 secs per round. This get annoying after a few rounds. I've tested it only with my PC (AMD Athlon 1800+), perhaps other dudes don't have these problems. Anyway, those who don't want to wait such a long time better stick to WHFaerun.biq.
Minimap for Faerun.biq:
Minimap with "Territory view" for WH2FaerunB.biq:
... the bird dung on the map are barbarians.
So. Have fun!
For those who don't know: Faerun is a continent of Toril, a fantasy world of Dungeons and Dragons.
The landscape is (of course) true to original, but only some ressources are (to place uranium on a fantasy map true to original is particularly hard, though...

Normally I don't like maps which are that big because later on one has freakin big civilizations with mijo cities. So I decided to let the player play with max 27/23 civilizations instead of max 8 in order that the civs are more near together. I recommend to enable all KI players.
The varous nations all have fixed starting positions.
There are now three maps in the archive file:
The first is the Faerun map for the original game (Faerun.biq):
I tried to find a counterpart from the real world for each civilization in Faerun, the different civilizations start there, where their counterpart would start. See Faerun.txt for more info.
Update: Forgot the barbarians and goody huts
The second map is the Faerun map for the WH2Mod (WH2Faerun.biq):
I like this mod very much and since Warhammer is fantasy too, it would fit better than the original game: Ever seen a tank or a airplane in Faerun?

So I tried to find a counterpart from the Warhammer mod for each civilzation/tribe/whatever in Faerun. See Faerun.txt for more info.
Update: Forgot the barbarians and goody huts; some tweaks on the landscape, ressources; there's no Tethyr anymore, Bretonnia is now {cities at the sword coast}
The third map is like the map for the WH2Mod but with some changes (WH2FaerunB.biq):
All players start with different starting conditions; Some get a hamlet or even two, others get more military or explorers, infrastructure or fortifications. Some even start with nothing at all (except a settler,...).
The map is full of barbarians, rogues, evil forces, greenskins and carnivores (man eaters), so it is very hard to rush out settlers all the time. If you wanna expand your territory, you'll have to fight for it.
By the way: The fortresses, (most) roads and the barbarians(, rogues, evil forces, greenskins and carnivores) are like they are in the original world - approximately.
So, this was the pro; here the reason why this isn't just an update for WH2Faerun.biq: Because of the hamlets, roads, units, barbarians, the waiting-time between the rounds is rather long. At the beginning about 20 secs per round, later on about 10-15 secs per round. This get annoying after a few rounds. I've tested it only with my PC (AMD Athlon 1800+), perhaps other dudes don't have these problems. Anyway, those who don't want to wait such a long time better stick to WHFaerun.biq.
Minimap for Faerun.biq:

Minimap with "Territory view" for WH2FaerunB.biq:

... the bird dung on the map are barbarians.
So. Have fun!