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The map for LT36
Posted: Sun Aug 02, 2015 1:22 pm
by wieder
What kind of map would you like to play?
With 2.5 we can have a second palace meaning that we could actually use far away cities for producing stuff. Someone suggested another islands scenario, some wanted to have one huge continent and even the real world map was proposed.
Anything else? What kind of game play should the map promote? A question for those playing LT35. How do you like that map?
Posted: Fri Aug 07, 2015 10:58 am
by wieder
That sounds like an interesting idea. We could start experimenting with the map generator once we get the first draft of the 2.5 ruleset working.
I would be interested to hear from LT35 players what they think about the map. LT35 has a map with lots of water and while almost all of the land should be connected, it should be really hard to use the land routes because there is so much water. Lots of the maps of the test games looked like it was an islands map with all the islands connected with narrow land bridges.
Another idea regarding the alliance sizes is that the limits for alliances would be almost gone this time. I was thinking that 30% of the players would be able to win together and there would be no limit for survivors. With no tech trading it might actually work quite well.
LT35 also has a 5% chance for stealing techs through conquering. It would be cool to keep it that way. Does anyone know if it's possible to prevent stealing techs while allowing a 5% chance for getting techs by conquering?
Posted: Mon Sep 07, 2015 11:22 am
by Lord_P
I like the lt35 map.
The land bits are large enough and not endless string continents like the generator usually makes. At the same time there is enough water and interesting small islands for ships to be important. Having poles is a bit weird but it gives a good distribution of land/climate types across the world.
Posted: Mon Sep 07, 2015 11:33 am
by Lord_P
I don't think it could be randomly generated but I also think a map with increasing access to the world as tech developed would be good.
So all players start on small islands close to a large continent. Either 2 players per island for action from the start or players on their own with time to get started. Then after a while triremes give access to the continent and players race to colonise it and come into contact with each other. But there are lots of similar sized continents with lots of deep ocean between them, maybe with 8 players or so. Each of which will settle into a stable state until players get enough ships to invade across the sea. Finally you could even make some wide bands of desert/snow that only become practical to cross with rail or air units.