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note: This is the Developer's Corner, a part of the C:CTP section of Apolyton, where members of the C:CTP development team
discuss ctp-related topics. Feel free to send your comments at civilization@activision.com
or post on our forums.
In the stillness of an ancient morning, the oar driven ships of a mighty war-fleet drive across heaving channel seas
to scrape against the sands of a foreign shore. Wooden ramps crash down into foaming surf. The clatter of hooves
and the ringing of iron fills the air as your invasion force thunders ashore.
Your army looks magnificent: Cavalry and Archers arrayed in stacks of nine. Samurai and Pikeman eager to storm the
enemy's walled cities. You can already taste victory… picture the face of your mysterious internet opponent as your
sandaled foot crashes down on his hopes of world conquest….
You've waited 180 Turns for this. It better be good.
The last wav. file you ever expected to hear was the long horrifying rattle of a heavy machinegun mowing down your
proud legions like wheat. Or was it the roaring engines of those strange flying machines that rain destruction down
on your royal fleet from above?
Before you can even believe it's happening, it's over.
If this happened to you, chances are it wasn't your fault (I'm not just saying that to be nice). You probably got
scr__ed on your start location.
In a multiplayer game, map balance is perhaps the most crucial factor in determining whether the game is going to be
enjoyable, close fought match, or just an unfair stomping.
The Call to Power single player game has several kinds of built in benchmarking to make sure that this kind of thing
does not happen. When a random map is generated, the game will break the whole area down into super-cells (each the
size of a city radius) and rank them based on the sum total of base Production, Food, and Gold available from all the
tiles in the cell. The player usually always gets the best start location on the map. The AI's get the best start
location and the 2nd , 3rd, etc…
Once the game is in progress, the AIs are programmed to watch the progress of the player's development civilization
and make slight adjustments to the behavior of their own civilizations to prevent the player from getting too far
ahead or falling too far behind.
In a multiplayer game, these restrictions don't apply. Random maps, particularly unusual random maps with an
abundance of Goods or Water will tend to situate players in disparate start locations. A couple of mistakes in
exploration or city placement can result in one side leaving the other in the technological dust by the end of the
first Age.
The best way to handle this is to play your multiplayer games on custom maps that are specifically designed to be fair
to each player. Fans of C&C and other strategy games long ago learned to address this issue by creating mirror image
maps where all sides of the terrain look the same. Personally, I don't prefer the cut-and-paste look, and I don't
think it fits well with the alternate-earth simulation aspect of CTP.
You can create a well-balanced multiplayer map by following a few simple rules of thumb. First, create a map that is
small or medium in size. If you are looking for a quick game, move the land-masses slider (on the Customize Map panel)
towards "Continents" and you will tend to get a land connection between the opposing start locations. Increasing the
number of Goods on the map is also a good way to speed up the game because it will tend to drive the players
technology towards faster moving units and bigger empires. Moving the Diversity slider towards "Uniform" will tend
to encourage monopolies and have the same effect.
Start each player with 1-3 cities and a couple of warriors to scout with. This will allow the player to get right
into exploration of the map and eliminate the city-placement mistake issue that can doom a game from the start.
Personally, I think its best to start all players on Mountain-river or river-forest tiles. A city on a mountain
river region will tend to develop much faster than one in any other terrain. The beginning of a multiplayer game is
slow. Help the players get through it as quickly as possible.
If the start locations are not connected by land then they should be on land-masses of roughly equal size and
value. The number of Goods within 15 tiles of each start location should be roughly equal. It is important that
you consider not only the number but also the type of Goods around each player. Pick one or two monopoly goods for
each player and make sure that there are five or six Goods of that type around the start region. Any player that
can't form a monopoly within the first 150 Turns will probably lose badly.
If you add AI opponents to the map, place them close to one another to encourage them to interact with one another
early on. Set them between, and equidistant from, the players. This will help discourage the situation where one
guy is showered by gifts from the Indians for the first 100 Turns while the other is being slaughtered by irate
Zulus. Barriers of mountains and swamps are another good way to protect the player's civilizations in their
infancy. However, if a quick and dirty fight is what you want, keep it flat and fast.
Once all the basic components are in place you can go over the whole thing adding hills and reshaping coastlines to
give it a nice natural look.
A good custom map will lead to a better multiplayer experience by reducing frustration and increasing the intensity
of the game.
Other articles from the Developer's Corner
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