This is my first map to publish, any opinions, suggestions, etc. I'd like to hear. I'd also like to hear how it plays and around when the New World is discovered. I won't post a map view so you have to find the new world. There's some good, decent, and bad start positions on the map. But should have a source of the early resources close.
From NewWorld.txt
Map Size: Standard
This map is basically a death match initially. There are 8 Civs cramped onto 1 continent.
However, there is a fresh continent with no Civs to be found. Find the New World and you
could have a profitable empire. There's also a couple islands around.
Created: 3/23/02
Created by: rangers85
rangers85@yahoo.com
A few changes in this file.
Techs
-----
Coal appears with Steam Power.
Railroads may be built after Steam Power.
Future Techs cost 200. (Since they count so little, I sped it up some so mybe they an contribute some)
Units
-----
Movement rate of Galley and Caravel reduced to 2 (To slow down Civs from getting to the new continent too quick)
Culture
-------
Border Factor of 5 (Speeds up expansion)
Citizen Mood
------------
Turn penalty of draft & sacrifice back to 20.
Hurrying
--------
Citizen value in shields: 20
Shield value in shields: 3
I can't remember if these were changed or not, if not, disregard
Diplomats & Spies
-----------------
Changed base costs to:
Investigate City: 3
Steal Technology: 1
Steal Map: 1
Plant Spy: 30
Steal Plans: 3
Propaganda: 20
Sabotage Production: 2
Expose Mole: 20
This is to make it actually affordable. Even with Technology at 1 though, the safe option is still a bit above 200 gold
From NewWorld.txt
Map Size: Standard
This map is basically a death match initially. There are 8 Civs cramped onto 1 continent.
However, there is a fresh continent with no Civs to be found. Find the New World and you
could have a profitable empire. There's also a couple islands around.
Created: 3/23/02
Created by: rangers85
rangers85@yahoo.com
A few changes in this file.
Techs
-----
Coal appears with Steam Power.
Railroads may be built after Steam Power.
Future Techs cost 200. (Since they count so little, I sped it up some so mybe they an contribute some)
Units
-----
Movement rate of Galley and Caravel reduced to 2 (To slow down Civs from getting to the new continent too quick)
Culture
-------
Border Factor of 5 (Speeds up expansion)
Citizen Mood
------------
Turn penalty of draft & sacrifice back to 20.
Hurrying
--------
Citizen value in shields: 20
Shield value in shields: 3
I can't remember if these were changed or not, if not, disregard

Diplomats & Spies
-----------------
Changed base costs to:
Investigate City: 3
Steal Technology: 1
Steal Map: 1
Plant Spy: 30
Steal Plans: 3
Propaganda: 20
Sabotage Production: 2
Expose Mole: 20
This is to make it actually affordable. Even with Technology at 1 though, the safe option is still a bit above 200 gold