[Abandoned] - Classic Maya Era

Abandoned and Vacationed maps. The final resting place, unless you recycle.

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Postby Herakilla on Thu Dec 13, 2007 9:51 pm

you should get a bonus for holding a castle and then an opposing castle's lands afterall they got tribute on the warpath
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Postby oaktown on Wed Dec 19, 2007 2:44 am

Image
Alright, putting up a lousy image doesn't inspire feedback. Any thoughts now?

Note that it is still in draft phase... I just wanted to get the basics on there: territories, rivers, mountains, major cities. I'll be adding some subtle color to link the tributary cities with the major cities, and those arrows have to go.
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Postby babinecz on Wed Dec 19, 2007 1:44 pm

looks great, nice call on the finding the zapotec name for Monte Alban, i didn't know that, i still say the trade route bonus is a cool idea still
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Postby RjBeals on Wed Dec 19, 2007 3:37 pm

Wow, that's a beautiful map already. The bonus structure seems okay also. I really love the look of the map, and I think a lot of other cc'ers will also. Will the major cities start neutral? Nice work oaktown.
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Postby oaktown on Wed Dec 19, 2007 3:52 pm

RjBeals wrote:Will the major cities start neutral?

I thought about it, but if they did the map would have 36 starting territories, which is bad for gameplay in two and three player games because the first player can instantly knock down somebody else's first turn placement.

The major cities (for which I could use a better name) would only receive a bonus in conjunction with at least three surrounding cities, so my hope is that it would be hard to fluke a bonus to start. Maybe somebody who is more mathematically inclined can figure out what the odds would be of somebody starting with a bonus?

I'm also hoping an XML update goes through that allows continents to be elements within other continents, or else the XML for this will be a drag.
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Postby mibi on Wed Dec 19, 2007 4:31 pm

looks good, but I think the territory borders are too clean and smooth for such a jungle ridden area.
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Postby RjBeals on Wed Dec 19, 2007 4:33 pm

oaktown wrote:I thought about it, but if they did the map would have 36 starting territories, which is bad for gameplay in two and three player games because the first player can instantly knock down somebody else's first turn placement.


Uh oh... My dustbowl starts with 36 territories :)
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Postby oaktown on Wed Dec 19, 2007 4:43 pm

RjBeals wrote:
oaktown wrote:I thought about it, but if they did the map would have 36 starting territories, which is bad for gameplay in two and three player games because the first player can instantly knock down somebody else's first turn placement.


Uh oh... My dustbowl starts with 36 territories :)

that's alright, so do many other maps including my berlin. no sweat.

and yes, the borders will be redrawn - i made quick work of those, and they don't even line up correctly in most places.
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Postby Coleman on Wed Dec 19, 2007 6:38 pm

mibi wrote:looks good, but I think the territory borders are too clean and smooth for such a jungle ridden area.
Agreed, at the very least the color is wrong.
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Postby Kaplowitz on Wed Dec 19, 2007 7:27 pm

Omg, the mts are beautiful!
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Postby oaktown on Wed Dec 19, 2007 8:27 pm

Kaplowitz wrote:Omg, the mts are beautiful!

thanks... I'm especially proud of the volcano up north. :)
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Postby SWeko on Tue Dec 25, 2007 9:40 am

I really like the artwork and the color scheme, please don't change it (much).

However if the cities don't start neutral there might be severe imbalance in the initial drop for 2 and 3 player games (and that usually works against me).
I'll try to work out the probability later, if i have the time.

I would suggest making the cities neutral, and adding a couple more territories to offset the 36 terrs problem (39 should be fine).
Additionally, the cities could start with only 1 or two neutral armies...
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Postby AndyDufresne on Wed Dec 26, 2007 9:22 pm

I like this idea. Perhaps "metropolis" instead of "majory city"...but that may not fit with the Mayan theme. I seem to recall there being a "historical" term for big cities...but it eludes me.

Perhaps you could use "Sacred Cities"...I.E. implying an important temple or something of the like.

Regarding the bonus structure, so if I held:

Copan (Major)
========
Mixco, Quirigua, Seibal
========
Tikal (Major)

Would I get a bonus of 4? Just making sure I understand the "Adjoining" :)


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Postby rebelman on Wed Dec 26, 2007 9:40 pm

instead of major city "ceremonial centres" which is a historically accurate desription of hat they were.
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Postby oaktown on Fri Dec 28, 2007 2:40 am

AndyDufresne wrote:Regarding the bonus structure, so if I held:

Copan (Major)
========
Mixco, Quirigua, Seibal
========
Tikal (Major)

Would I get a bonus of 4? Just making sure I understand the "Adjoining" :)

That would be no bonus... the idea is that you'd have to hold Copan and three cities that immediately border it. When I get back to work on the map in a couple of weeks I'll come up with some sort of color scheme to indicate which cities are tributaries of which major/ceremonial cities. I already have some thoughts, but for now it's pretty half-baked.
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Postby oaktown on Mon Jan 07, 2008 1:47 am

Image
Sorry I've not given this any attention for the past two weeks, but I promise to get back to it. These are the changes I'd made before I went on vacation two weeks ago... each Great City has its own unique pyramid (based on the actual existing structures) which will also house the army counts. The other terits will haveno army circles, though tribute cities will have the little guys carrying packs - from the Mayan calendar used in the title.

Still somuch to do - this is still early stages!
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Postby Lone.prophet on Mon Jan 07, 2008 3:50 am

it looks great already

only the border look kinda weird in relation with the mountains and the pyramids
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Postby whitestazn88 on Mon Jan 07, 2008 4:16 am

id agree with prophet... the mountains really stick out compared to the whole thing, maybe dim them a little. otherwise it looks good.

also, i dont understand what you mean by saying the other territs wont have army circles... care to explain?
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Postby Lone.prophet on Mon Jan 07, 2008 4:23 am

^^ there are no circle to place the army numbers in so they are just in the open
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Postby Coleman on Mon Jan 07, 2008 9:56 pm

I'm looking forward to the rest of the tributary cities getting filled in.
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Postby demon7896 on Mon Jan 07, 2008 9:59 pm

it looks kind of... bland. other than that, it's great
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Postby unriggable on Mon Jan 07, 2008 10:21 pm

The thing that bugs me is that the entire left side can be held by two countries.
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Postby Coleman on Mon Jan 07, 2008 11:22 pm

unriggable wrote:The thing that bugs me is that the entire left side can be held by two countries.
It's more dramatic if you say the whole right side can be held by two, as the right side is much bigger. :wink:

I'm sure we could add a route or something to combat this?
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Postby oaktown on Tue Jan 08, 2008 12:05 am

unriggable wrote:The thing that bugs me is that the entire left side can be held by two countries.

It's all up for discussion at this point, since the locations of the borders are arbitrary... I could easily drop the unpassable between Comalcaclo and Remojadas, which would eliminate the bottleneck.

edit: on second thought, dropping that river won't change the bottleneck. Working on it.
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Postby oaktown on Tue Jan 08, 2008 9:12 am

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no more 2-territory choke-point on this one.
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