21 new maps / Scenarios shared 2021-07 and later

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Molo_Parko
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Re: 11 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

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Fractured Forest 51x47=2k, 49% land, Classic, Flat, v1.sav
A small scenario / map of about 2,300 tiles. Featuring a forest fragmented into 32 islands, each of which is different in shape, but all are almost exclusively forest and hills. Plenty of productivity, but not so much food for growth... Fast attack units such as horsemen and chariots won't be able to move quickly during the early part of the game due to the rough terrain. The same applies to diplomats, which may benefit from a defensive escort since they would likely end-up on a tile adjacent an enemy town. Triremes can help speed the travel of slow units as opposed to walking across land at one tile per turn. Trade revenue will be a problem as initially only one land tile per island would generate trade. Ocean tiles do offer trade and also food, the amount of which can be increased by building harbors. Forest tiles can be changed to plains tiles by either settlers or workers, and which will then allow irrigation for improved food yields and also trade via building roads on those tiles.

Have fun!

This post begins page two of this topic. There are more scenarios on the other pages.
Attachments
Fractured Forest 51x47=2k, 49% land, Classic, Flat, v1.sav.zip
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Last edited by Molo_Parko on Sat Sep 25, 2021 5:28 pm, edited 1 time in total.
XYZ
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Re: 11 new maps / Scenarios shared 2021-07 and later

Post by XYZ »

A small scenario / map of about 2,300 tiles. Featuring a forest fragmented into 32 islands, each of which is different in shape, but all are almost exclusively forest and hills. Plenty of productivity, but not so much food for growth... Fast attack units such as horsemen and chariots won't be able to move quickly during the early part of the game due to the rough terrain. The same applies to diplomats, which may benefit from a defensive escort since they would likely end-up on a tile adjacent an enemy town. Triremes can help speed the travel of slow units as opposed to walking across land at one tile per turn. Trade revenue will be a problem as initially only one land tile per island would generate trade. Ocean tiles do offer trade and also food, the amount of which can be increased by building harbors. Forest tiles can be changed to plains tiles by either settlers or workers, and which will then allow irrigation for improved food yields and also trade via building roads on those tiles.

Have fun!

This post begins page two of this topic. There are more scenarios on page 1.
Nice map, looks fun!
Molo_Parko
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Re: 11 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

Thank you, that's very kind of you to say! I suppose that whether or not anyone finds it to be fun depends on whether they are playing against the "A.I." or humans. If playing against people, it would likely be a very slow and tedious game at least at first. Against the computer players however, it's easy for a human to excel and utterly dominate the game. I designed the map specifically to exploit weaknesses of the "A.I."

For instance, as is most obvious in the Turing Test 3x3+1 scenario, the computer players do not deal with rough terrain well at all. There is no conditional routine for what a settler should do if they are stuck in unpleasant terrain -- they are settlers after all, and could simply irrigate or mine to create better terrain options for a city, but they don't.

In Fractured Forest, computer controlled settlers will scout around their forested island until they find either a hill or the one plains+river tile. They won't build on a forest tile since it would offer only one food and the effects of inherent city irrigation would not apply on forest. A hill tile also provides only one food, but with a city the food supply increases to two. The hill tile offers no trade at all, and no production beyond the one shield per turn which is provided by the city itself. The plains+river tile offers one food, one trade, and one production/shield. Building a city on that tile is preferable because it would result in two food, one production, and one trade as opposed to the two food, no production, and no trade offered by a city built on a hill tile.

If the settler encounters the plains+river tile first, that is before finding a hill, it will build on that tile, otherwise all "A.I." tribes' towns would be built solely on hills which makes them considerably more difficult to attack in the early part of the game (once Phalanx units are present.) The positioning of the plains+river tiles in Fractured Forest is such that if a settler builds on that tile, it negates building on multiple nearby hill tiles and thus there are usually multiple enemy towns which are are easier to conquer than are the hill towns.

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In the picture above, the settler will build on the plains+river tile, which then prevents any town from being built on five of the nearby hills.
Molo_Parko
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Re: 12 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

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Swampland 100x100=10k, 73% land, Classic, Flat, v1.sav
Where the real battle is with the land! If you happen to be considering any purchases of actual swamp land, this scenario might change your mind.
Attachments
Swampland 100x100=10k, 73% land, Classic, Flat, v1.sav.zip
(13.94 KiB) Downloaded 198 times
Molo_Parko
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Re: 13 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

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Misdirection Archipelago 51x60=3k, 54% land, Classic, Flat, v1.sav
Very pleasant land and an easy, fun game when playing solely against computer controlled opponents. The land is a bit maze-like which tends to confound the "A.I." players.
Attachments
Misdirection Archipelago 51x60=3k, 54% land, Classic, Flat, v1.sav.zip
(6.89 KiB) Downloaded 208 times
Molo_Parko
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Re: 14 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

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The Hunted 150x150=23k, 65% land, Classic, Flat, v1.sav
The pirates and barbarians are planning a festival for the election of their new leaders! For entertainment, the winners will lead numerous hunts! The prey are defenseless settler crews from up to 150 different tribes. The settlers have been kidnapped during sea-raids, and then delivered to a cold, dim cave right against the icy water surrounding Cloverleaf Isle. Will the settlers find another way out of the caves? Will they be able to prepare defenses before the pirates start hunting? Will they work together as allies, or fight one-another as well as the pirates? Will any of them survive at all? Play "The Hunted" to find out! :)
Attachments
The Hunted 150x150=23k, 65% land, Classic, Flat, v1.sav.zip
(16.24 KiB) Downloaded 200 times
Molo_Parko
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Re: 15 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

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Little Sticks 50x50=3k, 12% land, Classic, WrapX+Y, v1.sav
The scenario that asks the question: How little land is too little? Tiny stick-like islands amid shallow ocean provide very little land which is the main challenge.

The map was generated via (bash) shell script, which is also attached for anyone interested.

EDIT: removed the attachment "map generator Little Sticks" because a newer version of the generator is available two posts down.
Attachments
Little Sticks 50x50=3k, 12% land, Classic, WrapX+Y, v1.sav.zip
(6.41 KiB) Downloaded 185 times
Last edited by Molo_Parko on Fri Sep 24, 2021 7:10 pm, edited 2 times in total.
Molo_Parko
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Re: 16 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

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Aftermath 60x60=4k, 79% land, Classic, Flat, v1.sav.zip
How hard could it be to build a new civilization after the worst has already happened? Aftermath takes place in a post nuclear war wasteland where ruins, pollution, and nuclear fallout have replaced the greater metropolitan area which once occupied this land. Playing with 12 tribes results in just a bit under 250 tiles per tribe, but the scenario file doesn't limit the number of players.
Attachments
Aftermath 60x60=4k, 79% land, Classic, Flat, v1.sav.zip
(8.06 KiB) Downloaded 185 times
Molo_Parko
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Re: 17 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

I had not expected much interest in the external map generation scripts but I see several downloads of the Little Sticks generator, so here are a few more. Also an Isometric version of Wrecktangular Labyrinth (the "Concentric Rectangles" script can create both Classic and Iso versions.) And a revised version of the Little Sticks generator (replaced the use of an external binary with internal command instead for portability.)

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Wrecktangular Labyrinth 050x100=5k, 51% land, Isometric, Flat, v1.sav.zip
An isometric version of Wrecktangular Labyrinth. This map was generated by the attached "Concentric rectangles" map generator script.
Attachments
map generator Concentric Rectangles.sh.zip
(6.06 KiB) Downloaded 179 times
map generator Waffle World grid.sh.zip
(5.56 KiB) Downloaded 183 times
map generator Spiral Sea.sh.zip
(5.5 KiB) Downloaded 178 times
map generator Little Sticks v1.1.sh.zip
(5.54 KiB) Downloaded 185 times
Wrecktangular Labyrinth 050x100=5k, 51% land, Isometric, Flat, v1.sav.zip
(9.25 KiB) Downloaded 199 times
Molo_Parko
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Re: 18 new maps / Scenarios shared 2021-07 and later

Post by Molo_Parko »

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PacMap 61x46=3k, 47% land, Classic, WrapX+Y, v1.sav
READY? Fight on familiar terrain with six combined maze-maps that resemble those traversed by the original Pac, the Miss, and Jr. too! :P


This post is the end of page 2 of this topic. There are more scenarios on the other pages.
Attachments
PacMap 61x46=3k, 47% land, Classic, WrapX+Y, v1.sav.zip
(7.42 KiB) Downloaded 175 times
Last edited by Molo_Parko on Sun Sep 26, 2021 10:21 pm, edited 1 time in total.
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