ModernKnight
Warlord
I tried them for the hell of it, but it's cool how it changes the game in subtle but serious ways...
- Since there is practically no fresh water or rivers, there may only be a few farms and one watermill on the whole map...
- Which e.g. makes Communism much less important...
- Replaced instead by tons of sea resources as the "extra" food that gets you growing...
- Which is highly vulnerable to both sea and air attack in the event of war. Talk about a see-saw!
- In my previous games with "regular" land, I rarely used Hospitals for healing. (I'd have a medic on the spot on land, and it was hardly worth moving.) But now, your islands are mixed in with the enemy's, and hospitals are often nearby...
- Especially if you jump on a transport which brings you into a friendy healing town,
- And troops continue to heal even if the transport moved.
- Also, very few, if any, cities have the industry power of the usual continent-based powerhouses. Most cities only have a third the production capacity (more than half their territory is water). So you have to manage production more carefully, especially for Wonders. Even your best city is liable to take 40 turns for a Wonder.