The general design concept for this map (and the others in this series) is to encourage new game strategies through use of map geometry, not through mods or rule changes. (I also think these would be kick-ass multiplayer maps, for that future date when Firaxis finally implements multiplayer. Take a second look at some of my maps with this in mind.)
series history:
strategic game board #1 (large waffle-iron)
thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=14695
strategic game board #2 (small waffle-iron)
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thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=15610
strategic game board #3 (large hex board)
thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=17382
strategic game board #4 (small hex board)
You're soaking in it.
What would you like to see in the next game board? Comments, suggestions, and recomendations can be posted in this thread, or sent directly to
beerengine@mad.scientist.com
Map Notes for Strategic Game Board #4:
=Map Stats=
- Map designed for 8 to 12 civs. Playable with up to 16 civ.
- Overall size 140x140. (default large map size -- the only rule change is to allow 16 civs)
- 18 player start locations
- 'Board Game' style layout, using 144 hexagons
=Geometry=
Like SGB#3 this is a hexagon-based map. However, this map is *half* the size of the previous map. Yep, half, despite the relative map dimesions (140x140 compared to 180x180). Sit down and count hexagons for yourself if you don't believe me.
Hexagons connect at six points (naturally) to neighboring game hexes. A small land bridge connects three hexes at a corner. (see the map outline, above)
The game board hexagons are larger than the old game board 'squares' (which I used in a waffle-iron pattern as seen on maps #1 and #2). You should be able to fit 2 (maybe 3) cities on each hex, more or less comfortably with a little overlap.
The map is made up of 144 hexes. There are 25 inland seas, which are in fact just holes where an intervening hex would have been. A map screenshot and 'outline' were posted earlier in this thread. (you had to scroll past them to read this)
=Resources=
While some consideration is made for trade, this map was designed not to encourage trade, but to foster fierce competition. Even in an eight civ game, there are not quite enough goodies to go around.
Key hexes have clusters of strategic resources. Distribution is as follows:
12 horse clusters
12 iron clusters
6 saltpeter clusters
6 coal clusters
6 oil clusters
6 rubber clusters
6 aluminium clusters
6 uranium clusters
Every start position has close access to both horses and iron, but shares these resoures with neighboring start positions. Scarcity and competition kick in right off the bat.
Strategic resources are not randomly distributed. Starting from the outside edge, they are placed in roughly concentric 'rings' headed in toward the middle. The 'modern' resources are at the center, iron and horses are at the outside. Uranium is at the 'bullseye' of the map.
Scarcity is mitigated by placing resources in clusters of three. If you find an oil cluster, for example, you not only meet your own needs but have two surplus oil to trade. There is also a possibility that two civs could split control of a cluster, sharing the same oil field, so to speak. (Uranium is a noteable exception: on this map, there are only 1 or two uranium at each uranium placement, and only 9 uranium total.)
Luxury resources are also scarce, with only 6 clusters of each. Again, clustering resources does provide surpluses for trade, but it will be difficult to get all eight types of luxuries. Luxuries are randomly distributed, but will only be found in the middle of the board, not on the outside edge.
75% of game hexes have a strategic or luxury resource placement. Of the remain hexes, 18 are the player start locations, and 18 form the 'bridges' between the center of the board and the outside ring. Like SGB #2, there isn't any 'empty' space on this board; all map real-estate is valuable.
Overall, resources should seem well balanced for 8 civs. A game with more than 8 civs will be... challenging.
=Strategy=
Defensively, this is a sweet little board. The geometry of the map provides you with a bunch of choke points to place defenders. A few units can hold a lot of territory. (You can check the map outline to figure out how many units and where to stick 'em.) Offensively, the emphasis will likely be on fast land units. Taking and holding key hexes becomes important, not just to grab resources but to block future expansion routes of your rivals.
Additionally, particularly in a game with 12 or more civs, part of your strategy may be to block your rivals from expanding. If you are quick enough you can lock someone into the outside ring, at least until he negotiates a ROP with someone else.
It's a single-continent land board, so you can largely ignore naval units. (On the to-do list, there is a navy strategy board in the works. Give me another month.) You may want to use a navy if you'd like to move units around the outside edge of the board, or maybe build transports to take shortcuts across the small inland seas. I've got a sea wall in place so you won't able to get units to the other side of the map.