The 2 southern continent positions need some roads. At the very least one road directly from the capitol to the city to the NE/NW of them so they get instant coastal access to move onto boats/sea serpents. Yellow needs a couple of coastal roads like Red has too maybe just between the city directly NW and the one above below that one so that both Yellow/Red would end up with a 4 city loop connected by roads like all the other players have.
Just played a 1v1 game on this map and started in the White position. Before more than 10 turns had passed I had 2x the cities my opponent in the Yellow starting spot had. That 2-1 pace continued to the point I now have 44 cities to his 27 (turn 15). I am a better player than this person but not that much better.
I kind of want to eliminate the bottom all together or at least the starting points and make it a 6 start map..... Not sure I will have to make these changes as well as the changes you recommended to Illuria until sometime this summer. But thanks for the feedback on both.
You can share maps now to allow someone else to complete the work.
I would not remove the 2 starts on the Ethyria map. It's a nice change of pace from all the mirror maps so it's great to have the extra starting spots.
Agreed. Mirrors have their allure (balance if done properly), but this sort of organic map has an altogether different appeal. Maps like this are always needed and the 8 spawns allow for a full game.
On the eastern continent, the player starting at the northern end does not have a battle shrine near the capital like the other 2 players on that continent. Also maybe sprinkle a few income sites around. But generally a very enjoyable map, thx for building it.