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Articles & Guides - [Gameplay] Maps Guide
 Pangaea, Ring, Team Battleground

Pangaea

Global Map: World Wrap left to right
Small Oceanic Map: 64 plots wide, 40 plots tall, at "Standard" map size. We got rid of some of the "useless" extra ocean for this map type.
1v1 Coastal Start: If there are only two civs in the game, both will start on the coast.
Team Coastal Start: If playing a team game (at least two players per team, on average) all players belonging to all the teams will start along the coast.
"Free For All" Start: In all other cases, civs may start anywhere, including deep inland!
"True" Pangaea: In Civ3, Pangaea maps often ended up producing more than one major land mass. Halting this issue was one of my personal pet projects, to produce a reliable pangaea that would always deliver the real deal: one land! It may be possible for a very rare failure, but in hundreds of test games the closest it came to failure was two large areas connected by a choke point that was only one plot wide. Close call! But still a pangaea! "Natural" terrain I also made a point of allowing for more varied terrain, including some small islands off the coast every now and then.

SHORELINE - This setting chooses the level of "natural" terrain effects.
  • Random - DEFAULT - 40% chance of "Natural", 30% "Pressed", 30% "Solid".
  • Natural - Creates a solid core, then adds four to seven "subcontinental" regions which can vary in shape and size, or even be a small island chain. These often reach out in to the sea, forming snaky peninsulas or occupying a "corner" of the main continent with a fat, unpredictable protrusion.
  • Pressed - Creates a solid core, then adds two to four "larger" subcontinents. This setting also shifts more to the north or south, at random.
  • Solid - Nothing but the solid core, larger and with smoother shorelines.
Pangaea

Ring

Regional Map: No world wrap
Large Land-Heavy Map: 64 plots wide, 40 plots tall, at "Standard" map size
Polar Climate: Icy at the map's center, warmer in the surrounding regions.
Balanced Landmasses: Each player gets their own subcontinent, roughly equal in quality.
Ring: Landbridges connect each player area to adjacent regions.

AREAS PER PLAYER - Choose whether there will be "extra", uninhabited buffer zones.
  • 1 Per Player - DEFAULT - One subcontinent per player, regions may be close together!
  • 2 (10 Players Max) - Adds extra uninhabited regions, but this can only be done for up to ten civs. If more than ten civs are included, then you get 1 per player.
LAND SHAPE - Choose the roughness of the shoreline for player areas.
  • Random - DEFAULT - Randomly picks one of the options.
  • Natural - Player areas will have spidery peninsulas, maybe small islands too.
  • Pressed - Player areas will have some variance, maybe a peninsula or two.
  • Solid - Player areas will have smooth shorelines and be more densely packed.
NEUTRAL TERRITORY - Choose the roughness of the shoreline for neutral/uninhabited areas.
  • Random - DEFAULT - Randomly picks one of the options.
  • Varied - Differs from one neutral zone to another, within the same game!
  • Pressed - Neutral areas will have some variance, maybe a peninsula or two.
  • Natural - Neutral areas will have spidery peninsulas, maybe small islands too.
  • Islands - Neutral areas will contain numerous small and tiny islands.
ISTHMUS WIDTH - Choose the width of the "ring" that connects all regions.
  • Random - Randomly picks one of the options.
  • 1 Plot Wide - Ring will be one plot wide. (Can build cities here to act as canals.)
  • 2 Plots Wide - DEFAULT - Ring will be two plots wide. Canals are almost never possible.
  • 3 Plots Wide - Ring will be three plots wide. Forget the canals!
Ring

Team Battleground

Regional Map: No world wrap
Ultra-Small Map: This map is our smallest map script, meant to give MP players an arena in which to play "deathmatch" style, for ladder play or team play!
Varied Dimensions: Top vs Bottom and Four Corners settings are square maps. Left vs Right is normal/rectangular. All settings are ultra tiny and cramped!
Square Maps: TvB and 4C are square: both are 32 x 32 plots at "Standard" map size
Rectangular Maps: LvR is rectangular, being 40 plots wide and 24 plots tall at "Standard"
Friendly Climate: To reduce dud zones, dud maps and dead regions, the polar areas have been shrunken, and the amount of desert was significantly reduced.

TEAM PLACEMENT - Each of the three "Team Placements" offers a different strategic bent.
  • Top vs Bottom - DEFAULT - All-land map akin to a "Lakes" map, with a desert at center.
  • Left vs Right - The two halves are split by an ocean! Sometimes you can cross early.
  • Four Corners - Each "quadrant" is guarded by water, except at the very center, where there is a single X-shaped land bridge connecting all sectors.
TEAM SETTING - When playing a team game, choose where teammates will start.
  • Start Together - DEFAULT - For two teams, if playing TvB or LvR, teammates will start in the same half. For 4C, each team gets assigned a "Quadrant" at random. You never know where the enemy may start!
    • For three teams, each team gets a "quarter" of the map and starts there. One quarter of the map will be left empty!
    • For four teams, each team gets a quarter of the map.
    • For five or more teams, starts will be scattered, teammates grouped.
  • Start Separated - For two teams, TvB or LvR, every other teammate will be put on the opposite half! For 4C, each teammate will be put in a different quad!
    • For three or four teams, each teammate is put in a different quad.
    • For five or more teams, starts will be scattered randomly.
  • Start Anywhere - For all team counts, starts are scattered and anybody can be anywhere!
Team Battleground


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