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Sheik
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Is this the complete list:
No corruption - To make powerful and far cities that will function as bases an important aspect of the game.
No tech trading - I'm not sure about that, but it might add some more flavor to the game.
Bombardment kills - To make ships and carrier-based aircraft more effective.
30% faster vessels - To make ships more effective.
20% cheaper vessels - To make ships more easily available.
Pre-made - The random map generator cannot create the map we need, most of the time there will be 2-3 major land masses that will have to be divided and small islands that will have to be added.
If so what do you want the map to look like? Do you want somewhat equal resources? Do you want some civs starting close together and others starting far apart?
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Eli
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Israel
Jul 2000 time: 07:24
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I'll post a detailed description later today, gotta run now.
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Sheik
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Do you want y-wraping and x-wraping on?
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Sheik
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Goody huts on starting islands? Goody huts on other islands, but noit starting one? Or no goody huts at all?
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CerberusIV
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No goody huts on starting island but goody huts on other islands.
Reason - so no-one gets a key tech early (and a boost towards map-making) or a settler/town. That way the early game should be level up to the point we all reach MM and after that someone getting lucky from a goody hut won't make a really big difference.
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Sheik
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Alright, I have a map ready.
1. Huge
2. Islands (Bigger than you wanted but not too big)
3. + 30% Ship Movement (Rounded to nearest whole number .5 rounds up)
4. - 20% Ship Cost (Rounded same as #3)
5. No Corruption on all dificulties
6. X-Wraping On, Y-Wraping Off
7. Barbarian camps exist and barbarians are at Roaming
8. Goody huts on other lands besides home island
9. Bombardment Kills (All units that had a bombard value now have lethal land and lethal sea)
10. Every civ can now build any UU and the unit that UU originally replaced.
11. No unit starts a golden age
12. Start locations are not player or civ specific.
Tell me if you want it posted here and if there is anything else you want.
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Eli
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Israel
Jul 2000 time: 07:24
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It's not all.
Get rid of all the big plains/tundra/desert/jungle concentrations. There should be some of those tiles(for resources, among other reasons), but there shouldnt be entire islands filled with them.
And give horses and iron to every starting islands, with other resources distributed on the small ones.
Also make sure there are enough resources. We dont want 3 Coal resources on a six players map.
Agreed?
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Eli
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Israel
Jul 2000 time: 07:24
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Luxuries are also important. Every civ should have at least two-three of them within reach either on the main island or nearby ones. They should also come in small patches, to allow trading.
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Eli
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Israel
Jul 2000 time: 07:24
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Yeah, looks ok.
I agree to what GF said about rivers. Starting without irrigation on the main island is not going to be pretty.
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Sheik
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There are:
5 of an exculsive luxury to every home island
1 of another civs exclusive luxury on 1/6 home islands
2 of a luxury
1 of a luxury
As for strategic resources. Every civ will have iron and horses. Every island is lacking a strategic resource or two but throughout the world there are generous quantities of all resources.
Every home island has great land with rivers. Every home island has a decent start location.
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Sheik
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Alright, do the other players want anything changed?
Did you say you wanted no starting techs?
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Eli
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Israel
Jul 2000 time: 07:24
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Wonders :
All wonders that have effect for "every city on the continent" should be changed to have the same effect for "every city".
Tech rate should also be adjusted, probably. We're still discussing it.
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