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  #1  
Old September 27th, 2007, 02:15 AM
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Zylithan Zylithan is offline
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Default Re: New Map: Infinite Sands - Multiplayer Wraparou

Wait... 75% site frequency? I really didnt mean to do that. It's supposed to be the basic site frequency. Is that something you did, or did I turn that up somehow? If so, I'll change it. Thanks for letting me know.

Thanks for all the other comments. I appreciate your feedback, and am up for changing this map if people prefer a different way, and it will help me make better ones in the future.
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Old September 27th, 2007, 03:08 AM

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Default Re: New Map: Infinite Sands - Multiplayer Wraparou

its a setting when creating the game, I always do 75 cuz I like lots of magic... with so many wastelands its kind of unreal though. With no globals up i'm making large amounts of gems/turn. I'm probably at mid game, haven't been in a war yet (for some reason the usual AI tendency to attack the player didn't work, they're all fighting each other), and I'm making almost 40 of each per turn. (48 astral and 26 nature are the extremes).

Bit out of the normal though, I blew tons of gems on ashaic record which is uncommon, I'm near the top of the province charts, and I've fully searched every single one of my provinces.

As the map maker, the only thing you'd probably want to do is recommend a 50% or lower site frequency at game creation. 75% is nuts.
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Old October 6th, 2007, 01:10 PM
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Default Re: New Map: Infinite Sands - Multiplayer Wraparou

any other comments? I only see 20 downloads... but the attachment is sort of far down the thread. Maybe I'll try to fix that this evening when I'm with my files.
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Old October 6th, 2007, 01:48 PM

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Default Re: New Map: Infinite Sands - Multiplayer Wraparou

Like I said, I like this map. It might be worth it to even take it a step further and see what level of game creation supply % is needed to make it absolutely brutal to cross the wastelands. Right now it still seems worth it to conquer everything, wondering if it could be made NOT worth it.

I'm wondering if its possible to map code specific domain into a province, make all wasteland misfortune, death, unlucky, heat, drain at dom 10 until taken over by a players dom. Start with supply 50, resources 50, gold 125 or something at game creation. Heavy magery, small elite armies.

OTOH, other thoughts:

Have a lush middle like you have, possibly 8-12 provinces

Have each capital be surrounded by useful territories, so capital and maybe 3 other mid-pop/income territories.

Have "pathways", i.e. useful (mid-high pop/income) provinces towards the middle and towards the closest neighbors.

So, with 8 players we'd be looking at (4(near capital)x8)+12 (center) + 14?(2 between each neighbor) for 58 total "good" provinces" out of the total. How many total? like 225 or something? Might actually be too many, hmm.
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