Hmm.. so does Constantinople count as one city in the Balkans AND one city in the Black Sea, or does it pick one? That map should come with the manual.
check post #16. To include Trabzon, you need one more line for the Black Sea rectangular area. This means including Aegean coast. Unless the area can be shaped with irregular forms. But I'm sure it's harder and more complicated. Hence why I guess what I guessed....
Why is Trabzon not counted as a Black Sea city? It's on the coast and with reasonable culture would enclose the whole eastern Black Sea. It just makes pissing off Russia much easier, or it means founding Sinop which sucks in the 600 AD start (since Konya is already a small city to start with). I guess I can always just give Azov to Russia but I take a hit in stability for no good reason.
Turkey is one of the few UHVs that I am yet to have a shot at. But Trabezon not counting as a Black Sea city seems wrong to me.
Why does the Black Sea area have to be rectangular? Can Rhye change this one to include those two tiles which face the Black Sea but are one row further south of all the other Black Sea shoreline tiles?
I suspect it must be a lot harder to set up non rectangular areas, since all UHV areas seem to be, the most obvious oddities (that I can recall off teh top of my head) being England with its Asia/Africa overlap and North America/South America and previously the few plots in none.
That or the more complicated area makes each check take longer and thereby slow down the game.
Not saying it shouldn't be in the UHV area, but just giving potential reasons why not. I am sure Rhye, or somebody else, will show me to be an idiot
The Russian spawn area certainly is, as are many (most?) of the spawn areas. I don't think there's any difference between UHV areas and soawn areas in terms of how difficult they would be to code.
The Russian spawn area certainly is, as are many (most?) of the spawn areas. I don't think there's any difference between UHV areas and soawn areas in terms of how difficult they would be to code.
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