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July 22nd, 2007, 01:38 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Map: Ringworm
Lord of the Ringworm
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One ring to fund them all, One ring to find them,
One ring to hide them all, One ring to tire them,
One ring to reach them all, and in the darkness bind them.
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6 LAND players, 15 provinces per player (91 land provinces, 0 water)
7 Victory points.
Control the center to win.
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I saw a post in the Perpetuality thread that was very similar to a project which I had started ages ago and prompted me to finish it.
To quote LoloMo's post:
Quote:
A more strategic map can be thought up, for example, a Map that is made of a series of concentric rings. At its simplest, the outer most ring would have 62 provinces, the next one would have 31 provinces, then 15, then 7, down to the last province in the center. Winning can be by victory points in the inner circles.
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Ringworm actually consists of 5 rings, or 6 if you count the center province, with the outer rings having 30 provinces, then 24, 18, 12, 6 and finally, 1. The center 7 provinces are worth 1 victory point each and 6 players start in their own section of the world.
WARNING:
This is a land only map with a six player limit!
[img]/threads/images/Graemlins/Target.gif[/img]
Last edited by Ballbarian; August 18th, 2008 at 09:17 PM..
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July 22nd, 2007, 01:44 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Map: Ringworm
Here is a thumb:
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July 22nd, 2007, 02:09 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
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Re: Map: Ringworm
Yes, this is exactly what I had in mind! Before you can reach any other nation, you have to fight towards the center. If you combine this map with super tough special provinces from the RandomGen for every province, plus easy research and high gem sites, you can reduce the power of diplomacy in the beginning, and also allow non-bless and non-awake pretender strats to be viable.
A mod would have to be made to make all teleportation, cloud trapeze spells, and the like to be level 9 spells or so. And also take out the flying ship artifact.
For a larger number of players, the provinces per player would have to be reduced to something like 5 per player, so that the end game could still be played out without too much micromanagement.
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July 22nd, 2007, 03:20 PM
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Corporal
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Join Date: Oct 2006
Location: Florida
Posts: 62
Thanks: 17
Thanked 0 Times in 0 Posts
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Re: Map: Ringworm
Beautiful, I can't wait to try it out.
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July 22nd, 2007, 04:46 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Map: Ringworm
Liking it,
75% gold/75% production, indy 5, sites 75, easy research, vs 5 impossible AI, starting provinces 3, is very fun. 70% randomized
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July 23rd, 2007, 01:04 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Map: Ringworm
Looks good. Next step is to make it huge to make it perpetuality-compatible
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