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Old July 13th, 2011, 03:58 AM

Louist Louist is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders

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Originally Posted by Valerius View Post
Louist, if we go with your map would you like to make the changes? If you don't want to I'll do so but of course it's your call.
I'm sort of working backwards through the posts in an odd order, as you've no doubt noticed.

I can make the changes to neighbors, if we don't mind the existing borders as they're drawn, or me fudging them somewhat by replacing the dotted lines with solid ones.

As for the wasteland, I can set them all to no-spawn, so no one is forced to start there. It will make for a tighter fit along the sides, though.
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Old July 13th, 2011, 04:24 AM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Design Pretenders

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Originally Posted by Louist View Post
I can make the changes to neighbors, if we don't mind the existing borders as they're drawn, or me fudging them somewhat by replacing the dotted lines with solid ones.
I think solid lines instead of dotted ones are fine - definitely no need to rework the map graphics.

But if we go with your idea about everyone starting on the sides then we probably wouldn't even want to change the borders.

Hmm, tough call. This gets me wondering if we should set fixed start locations? The top locations on the east and west of the map would have less access to the empty middle of the map but they'd also have the most defensible positions, which seems like a fair trade.

In any case, I'm flexible. I'm not really concerned about everything being balanced; I was mainly worried that the person who started in the middle wouldn't have fun because they'd be surrounded and struggling to get enough gold to do anything so I just wanted to do something to help that position out.
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