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Quasar1011
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Mobile AL
Dec 2001 time: 00:29
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Here is the file for the 8 maps:
Attachment: a-names c3c.zip
This has been downloaded 3 time(s).
Last edited by Quasar1011 on 11-01-2004 at 22:20
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Quasar1011
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Mobile AL
Dec 2001 time: 00:29
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Here is a batch of the next maps, 9 in all. Included are:
Betelgeuse
Canopus
Capella
Castor
Denebola
Diphda
Dubhe
Fomalhaut
Gienah
Attachment: b-g names c3c.zip
This has been downloaded 4 time(s).
Last edited by Quasar1011 on 11-01-2004 at 21:55
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Quasar1011
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Mobile AL
Dec 2001 time: 00:29
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Just a reminder on these maps... I have restricted cities to: forest, plains, flood plains, grassland. That's it. I design a lot of these maps to force humans and AI alike to use colonies. Many of these maps will have large land areas that cannot be settled. Of course, a human can plant a forest on a tundra square, or clear a jungle, to get at a key resource.
Also notice that these maps are climatologically correct. Rubber is most likely to be found near the equator.
Barbarians like to hoard resources. It is likely early that the gold, ivory, or dyes are located at barbarian camps. The barbs don't know about iron and don't tame horses though; that's why they remain barbarians!
Artillery and radar artillery is set to kill. That's the only change to units I made to the rules. I changed a few cities around, chiefly adding Luxor to the Egyptian list, and re-doing the American list.
I will post more maps when I play-test them. I am currently up to Mira . 
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