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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:35
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K, I think we should go on a small map if it stays with four players, since that'll make it go faster with naval movement being fairly slow. I made four 50-square 'continents' for our home bases to start with roughly equidistant. X and Y scrolling are both on (ie you can move from top of map to bottom of map instantly). Each 'continent' I put 1 luxury resource on, horses, coal, saltpeter, and iron (the basics ).
Next I put four islands in between these, about 20 ish squares each, with the other four luxury resources, one between each pair, not counting scrolling. IE we each share one island with luxury resource on it each with two other players, total of 3 luxury resources available to each of us on or bordering our starting spots.
Next I put out the four strat resources I left out, aluminum uranium rubber and oil, on various islands around the outside of the map (ie between the various civs through scrolling). Five copies of each one exist, but in all cases 4 are on 2 islands and a fifth is by itself, giving some ability to limit one or more of them by owning 2 out of 3 spots (assuming we end up randomly in 2 alliances of 2 each) and/or some ability to trade with peaceful nations.
Next I made sure there were a bunch of good smaller islands, five to eight squares mostly. Probably 20-30 of these all told. Finally, I put in a couple of random Mountain Islands, which are there to provide blocks for ships to make interdiction a little more interesting. (eight to ten mountain squares generally, near a coast to allow a city to interdict via the coastal fortress and/or short distance boat patrols). Makes subs a little harder to use too 
Finally, I'm putting 5 cities on each of the major continents. Anyone have any feelings about only putting those 5 cities on (a 15 capital, a 13 major city, two 12 cities, and a 9 city that generally hasn't the full compliment of squares available) and leaving the other islands open to settling? That's what I'd probably do, but we can do it differently if you all feel that's best. 
I'll finish the map tomorrow and post it (with cities from all four of you once Chrisius tells me what civ to make him). I am going to go with Germans unless Chrisius takes them. Not seafaring, but they make up in other ways I figure. And a nice blue color too. 
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:35
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Well, there's not really a shortage of resources per se, as there's 5 of each... guess I just like the idea that we actually might be fighting for strategic gain. The way they're split up, unless it ends up being 3 on 1 both teams should be able to get all of their strategic resources. Take a look at the map to see what I mean (though the oddities of Y scrolling make it a little hard to see some of the resources 
Midshipmen are just there because we won't have any marine unit until Amphibious, which is researchable right away. I suppose I could give everyone amphibious, but that's higher up the tree than I've given so far. I did fix them to be 6-4 not 7-5 since that seemed too high. They'll cost 80 shields (comparable to a cavalry, 33% less than the 120 shield marine at 16-8).
SEALs cost 240, which is twice what a marine costs and also twice what a modern armor costs. Not sure if anyone would really ever use them since they cost so much Too late possibly, I was trying to leave them at about the same point as modern armor (as a 16-8 unit like the marine is fine until that point of mech infantry and modern armors).
Sea giving higher commerce is fine, change is made.
Take a look at this map. Look at the American cities in particular as they have the improvements that all of the cities have. This is not a final version or anything (MFC is looking at it today sometime I think), just my startup 
Attachment: naval game.zip
This has been downloaded 7 time(s).
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