How is playing with the Communitas map in VP? I've only tried the map once before and while the overall layout seemed very spread and good placement, I was thrown off by there being so much of one luxury resource to be shared between 2-3 continents, making trade with other closer nations difficult. What are reasons why you or others prefer thsi map type, in case I want to revisit it and try again?
I love the Communitas map, but it has its quirks to be sure.
Benefits:
- Even balance of terrain types (forests/jungles/marsh/etc.) with resource distribution adjusted to take into account the % of land of each type on the total map.
- Luxury resources are still distributed so that each Civ starts with enough nearby to create a monopoly with ~4-5 well-placed cities, with one "easy" monopoly per Civ. You'll have to conquer or settle aggressively for a 2nd+ monopoly (or be the Netherlands).
- Good terrain geography mix between the randomness of Fractal/Pangaea+ and the "earth-likeness" of Continents+ .
- Late game resources (oil, aluminum, and uranium) are coded to mostly appear in unwanted terrain tiles (flat desert, tundra, snow, etc.) so that as they become visible in the Modern and Atomic eras it makes certain less than ideal city settling location more desirable. This gives you an incentive to perhaps settle a few late-game cities to grab these resources, assuming the map isn't already completely settled by then.
Downsides:
- Too much landmass by default for the # of Civs at each map size. You either need to manually adjust your map settings to reduce the amount of land (by increasing ocean level or increasing the "width" of the ocean in between continents, or increase the # of Civs by about 2 per map size setting.
- Resource distribution (especially strategic resources) is actually a bit TOO good, so that you often end up with more than you need for a given map size. This is hard to easily adjust in the communitas map script as the # of strategic resources is handled by a slightly more complex script that normal maps, but it really needs to be toned down by about 20% or so. Just reducing the # of strategic resources per tile doesn't work as this will just cause there to be more yield nodes across the map. You have to go into the tables that control the # of total resources that spawn per tile type (# of Coal per Forested_Hill, etc.) and trim those numbers back.
- Certain luxuries are hard-coded by the script to appear only on certain terrain tile types. For example, Sugar spawns are automatically converted to marshes, Cocoa to jungle, etc. This messes with VP's luxury resource yield and monopoly bonus balance a little, but not too bad.