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  #41  
Old September 16th, 2011, 04:33 AM

Valerius Valerius is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

Ah, the heck with it. I can put up with my dislike of water nations for one game. And you've already spent plenty of time on the map so let's go with this version.

Btw, I think it would be worth posting this map in the maps & mods subforum as others might like playing on it as well (maybe post two versions - one with water provinces and one without).

I'll go setup the game on the server now.
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  #42  
Old September 16th, 2011, 04:51 AM

Valerius Valerius is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

Ok, the game is setup on the server (the name is Myth1 since it needed to be at least 5 characters). At the moment I just have a placeholder map listed - once BrodieSWR finishes the map we'll switch to that. Quickstart is off so the game won't start automatically before we can change the map.

As regards victory points, if you control 4 capitols for 3 turns then announce that you've won. If anyone would like that verified we can have a third party look over the turns to confirm it (please save those turns once you've taken your fourth cap).
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  #43  
Old September 16th, 2011, 11:23 AM

BrodieSWR BrodieSWR is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

Alright, it's done!

Download the map everybody, and let's get this thing started!

I am going to post the final version here and in the Map Sub-forum.

The name of the map is:

POST DILUVIUM

In Latin, this means "After the Flood". I wrote a nice backstory for the map, so please read it.
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File Type: zip Post Diluvium.zip (1.80 MB, 45 views)
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  #44  
Old September 16th, 2011, 02:12 PM

BrodieSWR BrodieSWR is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

Wait! I have created a new version with no fixed start locations!

I think it is more fair because I will know the locatoin of all capital cities!

The only provinces that I set to "no start" in this new version are the ones that have 3 or less neighboring provinces and that are unfair, such as wasteland and swamp.

Please check this one as well.
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File Type: zip Post Diluvium + no fixed starts version.zip (1.80 MB, 40 views)
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  #45  
Old September 16th, 2011, 04:34 PM

PriestyMan PriestyMan is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

I personally dont really mind, but that is a pretty tight map. 11 provs/player will make early land wars vicious. I like that usually, but i figured i would mention it
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  #46  
Old September 16th, 2011, 05:31 PM

Valerius Valerius is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

Quote:
Originally Posted by PriestyMan View Post
I personally dont really mind, but that is a pretty tight map. 11 provs/player will make early land wars vicious. I like that usually, but i figured i would mention it
I have a current game with approx. an 8 prov/player average. It's been brutal - and very fun. I don't expect this to be quite as intense (11 provs is enough that there is some logic to getting some research done before fighting) but it should still be action packed. The main problem is you'll be sitting in the water waiting to snipe provinces from weakened land nations. And it does pay off later in the game as the finalists won't have as much micro to deal with (that alone is a huge selling point IMO).

BrodieSWR, very nice job on the map! Thanks again for doing that. It looks like it will be quite fun to play. As far as fixed vs. random starts if we go with fixed starts we can just post a JPEG indicating all the start locations. I'm fine with either approach but I lean towards using the fixed starts since you obviously put considerable thought into their placement.
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  #47  
Old September 17th, 2011, 01:14 AM

Valerius Valerius is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

It seems like there's no objections to using the fixed start locations version of the map. You can of course fire up a test game to check out the locations but in case anyone finds it helpful I've attached a JPEG to the first post that also indicates the starts.

I'll upload the map to the server shortly. I'm going to remove the space in the filename because I think that might cause a problem.
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  #48  
Old September 17th, 2011, 01:25 AM

BrodieSWR BrodieSWR is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

Well... I think with fixed start locations on a map this small, it is a little bad.

Seeing as how the capitals will be only 4-5 spaces away, someone could create a dragon or some other SC, and simply fly it to the enemy and crush them on turn 3.

:-\
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  #49  
Old September 17th, 2011, 01:36 AM

Valerius Valerius is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

That's true, but since this is a small map even with random starts you could probably send your pretender off in a random direction and have a decent chance of spotting a cap to target the next turn. And of course if fails you've really put yourself in a hole spending all those points on a wasted effort. But really, I'm fine either way.

I've uploaded the image to the server and I'll upload both map files so they are both available to us and other games.
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  #50  
Old September 17th, 2011, 01:42 AM

Valerius Valerius is offline
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Default Re: Myth - EA, CBM 1.92, no diplo - Closed, design pretenders

Brodie, I was going to link the server to your thread in the maps & mods forum rather than this thread. Could change the version of the map you have there to remove the space in the filename? That way the map that people download will match what the server has.
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