Mountains and hills are placed based on real elevation data, and grass/plains/desert are placed based on USDA soil quality data [Ģ5 official civs, 15 city states and 8 natural wonders are placed at their real world locations. Hundreds of rivers and tributaries are placed according to their real life locations (as accurately as it can be done on a hex grid). In addition to the presence of navigable rivers, choke points are also created by careful placement of mountain tiles on land, and island tiles at sea. The proportions of various regions have been adjusted to bring balance to TSL: bigger areas such as Benelux and Greece where many civs start, and smaller Iberia, Anatolia and Eastern parts of the map where fewer civs start.Įach of the rivers Rhine, Elbe, Danube, Nile, and Tigris-Euphrates can be turned from normal rivers to coastal tiles during set-up, allowing naval units to traverse deep into land while creating obstacles for land units. To maintain a balance between realism and fun gameplay, this map is designed to increase playable tiles: no more massive oceans taking up valuable map space, no more vast areas of the map dominated by the Sahara, no more massive Eastern Europe with only one or two civs. This map covers Western/Southern/Eastern Europe, West Asia (Anatolia, the Levant, Mesopotamia, northern Arabia, Egypt) and coastal North Africa.
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