Post by Canucksoldier on Oct 6, 2005 23:57:43 GMT -5
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Sid Meier's Civilization IV - MAP SCRIPTS - Descriptions
--------------------------------------------------------
--------
Map List
--------
Featured Maps:
* Continents
* Pangaea
* Archipelago
* Terra
* Lakes
* Ice Age
* Great Plains
* Highlands
* Inland Sea
* Oasis
Advanced Maps:
* Balanced
* Custom Continents
* Fantasy Realm
* Hub
* Islands
* Maze
* Mirror
* Ring
* Tilted Axis
* Team Battleground
* Wheel
--------
Foreword
--------
Civilization IV brings you an unprecedented selection of map options. However, everything good also comes at a cost. In this case, the cost is that there are so many options, you almost need a guide to help you find the map situations that appeal to you, especially for multiplayer.
This document is intended to help guide you.
First, a few rules of thumb.
1. We recommend you try a map on its default settings first. These are intended to give the best overall experience. This will also help you to better understand what the options actually do (by being able to compare alternative settings against the default.)
2. The featured maps will show you graphics of what to expect if you choose Play Now.
3. In single player, it should be OK to try any map on any settings and play it blind. For multiplayer, however, if you want specific results, we recommend taking the time to familiarize yourself with the maps and settings so that you understand what to expect when you play.
4. The map sizes are not uniform from one map script to the next. We have aimed at keeping the number of viable cities even from map to map, but on oceanic maps, a large portion of the map is water and more or less lost to use. All-land maps can squeeze cities in to every nook and corner, so their map dimensions are smaller. A couple of maps (noted below) are larger or smaller than normal and break even this trend.
5. We are not responsible for user-made maps. We welcome them, but refer you to any documentation accompanying them (written by the map's author(s)) for information about them.
What follows ia a list of all settings for each map and what they do. After that, a more general set of descriptions and recommendations.
-----------------------------------------------------
Map Settings - Technical Info - Listed Alphabetically
-----------------------------------------------------
===========
Archipelago
===========
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
Reduced Peaks: Peaks will only appear inland, never along the coast
Coastal Start: All players guaranteed to start along the coast
LANDMASS TYPE - Choose the size and style of the landmasses
* "Random" - Randomly picks one of the options.
* "Snaky Continents" - Similar to Civ3's "Archipelago" setting, with small, snaky continents.
* "Archipelago" - DEFAULT - Produces more and smaller landmasses, all islands.
* "Tiny Islands" - Produces very tiny islands, scattered evenly all over the map. Rarely
will these islands be able to support more than a single city, if that.
========
Balanced
========
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
Balanced Strategics: This map script will ensure that all players have the key strategic
resources within four plots of their starting location.
==========
Continents
==========
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
=================
Custom Continents
=================
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
NUMBER OF CONTINENTS: - Choose the number of continents.
* "Random" - DEFAULT - Chooses from 2 to 6, weighted to number of civs in the game.
The more civs playing, the more likely to be given a higher number.
* "One Per Team" - Creates one "fair" continent per team and puts all team members there.
* "2" - Two major continents (without regard to number of civs).
* "3" - Three major continents (without regard to number of civs).
* "4" - Four major continents (without regard to number of civs).
* "5" - Five major continents (without regard to number of civs).
* "6" - Six major continents (without regard to number of civs).
=============
Fantasy Realm
=============
NOTE: This map type is not shipping with the initial release of Civ4. It will be available later.
Fantastical Map: World Wrap at all map seams (top edge wraps to bottom, left edge to right)
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Oddball Climate: Hot and cold terrain types mix all over the place, defying common sense
RESOURCE APPEARANCE - Choose where and how bonus resources will appear.
* "Logical" - Places resources in the normal way (Bananas in the jungle, etc).
* "Irrational" - DEFAULT - Places resources anywhere except where they normally appear.
* "Crazy" - Eliminates eight resources, chosen randomly, and causes four resources to
appear in crazy amounts all over the entire map.
============
Great Plains
============
Regional Map: No world wrap
Cramped Map: 44 plots wide, 32 plots tall, at "Standard" map size
Natural Climate: Simulates the real-world climate of the depicted region (more or less).
=========
Highlands
=========
Regional Map: No world wrap
Large Land-Heavy Map: 64 plots wide, 40 plots tall, at "Standard" map size
Regional Climate: Ranging from Snowy to Tropical. Can be north or south of equator!
MOUNTAIN PATTERN - Choose how the mountains will be distributed across the map
* "Random" - Randomly picks one of the options.
* "Scattered" - Mountains will be spread widely, sprinkled all over the place.
* "Ridgelines" - DEFAULT - Mountains will tend to run in small lines or narrow groups.
* "Clustered" - Mountains will tend to cluster more, leaving wider valleys.
MOUNTAIN DENSITY - Choose how many peaks and hills will appear.
* "Random" - Randomly picks one of the options.
* "Dense Peaks" - More mountains than normal (tons and tons of them!)
* "Normal Peaks" - DEFAULT
* "Thin Peaks" - Fewer peaks (and hills) than normal.
WATER SETTING - Choose the size and amount of bodies of water.
* "Random" - Randomly picks one of the options.
* "Small Lakes" - DEFAULT - Only 5% of the terrain will be water, all tiny lakes.
* "Large Lakes" - 10% of the map will be water, mostly lakes.
* "Seas" - 15% of the map will be water, mostly salt-water seas.
===
Hub
===
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.
Spokes: Landbridges connect each player area to the map's center region.
AREAS PER PLAYER - Choose whether there will be "extra", uninhabited buffer zones.
* "Random" - Randomly picks one of the options.
* "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 "spokes" that connect each area to the center.
* "Random" - Randomly picks one of the options.
* "1 Plot Wide" - Spokes will be one plot wide. (Can build cities here to act as canals.)
* "2 Plots Wide" - DEFAULT - Spokes will be two plots wide. Some canals may be possible.
* "3 Plots Wide" - Spokes will be three plots wide. Canals are unlikely or impossible.
=======
Ice Age
=======
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide at "Standard" map size
Glaciation: 36 plots tall at "Standard" map size
Bitter Cold: Only the equatorial region is still temperate. Little jungle, some forest.
Very Low Sea Level: Much of the oceans are now locked in ice. Where the land is still habitable
there is more of it to inhabit now. This makes for a unique Civ experience.
LANDMASS TYPE - Choose the size and number of landmasses
* "Random" - DEFAULT - Weighted random roll that favors Islands and Narrow Continents
but is capable of giving you any of the landmass options.
* "Wide Continents" - Will give you one to three large continents.
* "Narrow Continents" - Can vary in number of continents, but they tend to be narrow and snaky.
* "Islands" - Large islands, mostly, perhaps some will snake together and combine.
* "Small Islands" - Small islands and rarely anything you could call a continent.
==========
Inland Sea
==========
Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Balanced Start Plots: Civs are evenly spaced around the "hub" that is the inland sea
Temperate: Almost no rain forests or cold terrain at "Temperate" Climate.
=======
Islands
=======
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
Balanced Terrain: Each player starts with their own "large island", roughly equivalent
Coastal Start: All players guaranteed to start along the coast
NUMBER OF LARGE ISLANDS - Choose whether there will be minimum large islands, or extras.
* "Random" - Randomly picks one of the options.
* "1 Per Player" - DEFAULT - Each player has their own large island. No extras.
* "Extras" - One or more "extra" islands. Players are put on the best islands,
leaving the lowest quality "large" islands as uninhabited.
* "Several Extras" - More extras. (Still less than two large islands per player, though!)
NUMBER OF TINY ISLANDS - Tiny islands act as "water bridges" that open coastal-water pathways.
* "Random" - Randomly picks one of the options.
* "No Tiny Islands" - No extra tiny islands. Large islands will be isolated until Astronomy!
* "Few Tiny Islands" - Not many! Maybe some crossings from island to island, but unreliable.
* "Various Tiny Islands" DEFAULT - Enough tiny islands to ensure some early crossings.
* "Many Tiny Islands" - Plenty of crossings, almost like "Archipelago with Large Islands too".
=====
Lakes
=====
Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Sea Level: "Sea Level" setting will slightly increase or decrease the lake sizes
====
Maze
====
Global Map: World Wrap left to right
Nonstandard-Size Map: 56 plots wide, 32 plots talls, at "Standard" map size
Nonstandard-Variance: "Tiny" map size is very wide. Grid sizes are unusual across the board.
Reduced Peaks: Peaks will only appear inland, never along the coast
MAZE WIDTH - Choose the width of both land and water "segments"
* "Random" - Randomly picks one of the options.
* "1 Plot Wide"
* "2 Plots Wide"
* "3 Plots Wide" - DEFAULT
* "4 Plots Wide"
* "5 Plots Wide"
======
Mirror
======
Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Mirrored Terrain: Half a map is created, then mirrorized to the other half.
Land-or-Sea "Small Lakes" option is a land-heavy option. The others are not!
Reduced Peaks No peaks along the coast for Archipelago or Tiny Islands settings only.
MIRROR TYPE - Choose the manner in which the terrain will be "mirrorized".
* "Random" - Randomly picks one of the options.
* "Reflection" - DEFAULT - "X Coordinate" flipping of terrain data.
* "Inversion" - "X Coordinate" and also "Y Coordinate" flipping of terrain data.
* "Copy" - No flipping. An exact copy of one half is produced on the other half.
* "Opposite" - "Y Coordinate" flipping of terrain data.
TEAM SETTING - When playing a team game, choose where teammates will start.
* "Start Together" - DEFAULT - For two teams, teammates will start in the same half.
- 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, every other teammate will be put on the opposite half!
- For three or four teams, each teammate is put in different "quarter".
- For five or more teams, starts will be scattered randomly.
* "Start Anywhere" - For all team counts, starts are scattered and anybody can be anywhere!
LANDMASS TYPE - Choose the type of land you want to play on.
* "Small Lakes" - DEFAULT - Land-heavy, just like a "Lakes" map would be.
* "Wide Continents" - Oceanic, puts a mini-pangaea on each half of the map.
* "Snaky Continents" - Oceanic, puts a continent with snaky arms on each half.
* "Archipelago" - Oceanic, puts archipelago-style islands on each side.
* "Tiny Islands" - Oceanic, puts archipelago-style TINY islands on each side.
* "Varied" - "Weighted Random" - 50% Small Lakes, and 50% some type of Oceanic.
Sid Meier's Civilization IV - MAP SCRIPTS - Descriptions
--------------------------------------------------------
--------
Map List
--------
Featured Maps:
* Continents
* Pangaea
* Archipelago
* Terra
* Lakes
* Ice Age
* Great Plains
* Highlands
* Inland Sea
* Oasis
Advanced Maps:
* Balanced
* Custom Continents
* Fantasy Realm
* Hub
* Islands
* Maze
* Mirror
* Ring
* Tilted Axis
* Team Battleground
* Wheel
--------
Foreword
--------
Civilization IV brings you an unprecedented selection of map options. However, everything good also comes at a cost. In this case, the cost is that there are so many options, you almost need a guide to help you find the map situations that appeal to you, especially for multiplayer.
This document is intended to help guide you.
First, a few rules of thumb.
1. We recommend you try a map on its default settings first. These are intended to give the best overall experience. This will also help you to better understand what the options actually do (by being able to compare alternative settings against the default.)
2. The featured maps will show you graphics of what to expect if you choose Play Now.
3. In single player, it should be OK to try any map on any settings and play it blind. For multiplayer, however, if you want specific results, we recommend taking the time to familiarize yourself with the maps and settings so that you understand what to expect when you play.
4. The map sizes are not uniform from one map script to the next. We have aimed at keeping the number of viable cities even from map to map, but on oceanic maps, a large portion of the map is water and more or less lost to use. All-land maps can squeeze cities in to every nook and corner, so their map dimensions are smaller. A couple of maps (noted below) are larger or smaller than normal and break even this trend.
5. We are not responsible for user-made maps. We welcome them, but refer you to any documentation accompanying them (written by the map's author(s)) for information about them.
What follows ia a list of all settings for each map and what they do. After that, a more general set of descriptions and recommendations.
-----------------------------------------------------
Map Settings - Technical Info - Listed Alphabetically
-----------------------------------------------------
===========
Archipelago
===========
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
Reduced Peaks: Peaks will only appear inland, never along the coast
Coastal Start: All players guaranteed to start along the coast
LANDMASS TYPE - Choose the size and style of the landmasses
* "Random" - Randomly picks one of the options.
* "Snaky Continents" - Similar to Civ3's "Archipelago" setting, with small, snaky continents.
* "Archipelago" - DEFAULT - Produces more and smaller landmasses, all islands.
* "Tiny Islands" - Produces very tiny islands, scattered evenly all over the map. Rarely
will these islands be able to support more than a single city, if that.
========
Balanced
========
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
Balanced Strategics: This map script will ensure that all players have the key strategic
resources within four plots of their starting location.
==========
Continents
==========
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
=================
Custom Continents
=================
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
NUMBER OF CONTINENTS: - Choose the number of continents.
* "Random" - DEFAULT - Chooses from 2 to 6, weighted to number of civs in the game.
The more civs playing, the more likely to be given a higher number.
* "One Per Team" - Creates one "fair" continent per team and puts all team members there.
* "2" - Two major continents (without regard to number of civs).
* "3" - Three major continents (without regard to number of civs).
* "4" - Four major continents (without regard to number of civs).
* "5" - Five major continents (without regard to number of civs).
* "6" - Six major continents (without regard to number of civs).
=============
Fantasy Realm
=============
NOTE: This map type is not shipping with the initial release of Civ4. It will be available later.
Fantastical Map: World Wrap at all map seams (top edge wraps to bottom, left edge to right)
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Oddball Climate: Hot and cold terrain types mix all over the place, defying common sense
RESOURCE APPEARANCE - Choose where and how bonus resources will appear.
* "Logical" - Places resources in the normal way (Bananas in the jungle, etc).
* "Irrational" - DEFAULT - Places resources anywhere except where they normally appear.
* "Crazy" - Eliminates eight resources, chosen randomly, and causes four resources to
appear in crazy amounts all over the entire map.
============
Great Plains
============
Regional Map: No world wrap
Cramped Map: 44 plots wide, 32 plots tall, at "Standard" map size
Natural Climate: Simulates the real-world climate of the depicted region (more or less).
=========
Highlands
=========
Regional Map: No world wrap
Large Land-Heavy Map: 64 plots wide, 40 plots tall, at "Standard" map size
Regional Climate: Ranging from Snowy to Tropical. Can be north or south of equator!
MOUNTAIN PATTERN - Choose how the mountains will be distributed across the map
* "Random" - Randomly picks one of the options.
* "Scattered" - Mountains will be spread widely, sprinkled all over the place.
* "Ridgelines" - DEFAULT - Mountains will tend to run in small lines or narrow groups.
* "Clustered" - Mountains will tend to cluster more, leaving wider valleys.
MOUNTAIN DENSITY - Choose how many peaks and hills will appear.
* "Random" - Randomly picks one of the options.
* "Dense Peaks" - More mountains than normal (tons and tons of them!)
* "Normal Peaks" - DEFAULT
* "Thin Peaks" - Fewer peaks (and hills) than normal.
WATER SETTING - Choose the size and amount of bodies of water.
* "Random" - Randomly picks one of the options.
* "Small Lakes" - DEFAULT - Only 5% of the terrain will be water, all tiny lakes.
* "Large Lakes" - 10% of the map will be water, mostly lakes.
* "Seas" - 15% of the map will be water, mostly salt-water seas.
===
Hub
===
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.
Spokes: Landbridges connect each player area to the map's center region.
AREAS PER PLAYER - Choose whether there will be "extra", uninhabited buffer zones.
* "Random" - Randomly picks one of the options.
* "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 "spokes" that connect each area to the center.
* "Random" - Randomly picks one of the options.
* "1 Plot Wide" - Spokes will be one plot wide. (Can build cities here to act as canals.)
* "2 Plots Wide" - DEFAULT - Spokes will be two plots wide. Some canals may be possible.
* "3 Plots Wide" - Spokes will be three plots wide. Canals are unlikely or impossible.
=======
Ice Age
=======
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide at "Standard" map size
Glaciation: 36 plots tall at "Standard" map size
Bitter Cold: Only the equatorial region is still temperate. Little jungle, some forest.
Very Low Sea Level: Much of the oceans are now locked in ice. Where the land is still habitable
there is more of it to inhabit now. This makes for a unique Civ experience.
LANDMASS TYPE - Choose the size and number of landmasses
* "Random" - DEFAULT - Weighted random roll that favors Islands and Narrow Continents
but is capable of giving you any of the landmass options.
* "Wide Continents" - Will give you one to three large continents.
* "Narrow Continents" - Can vary in number of continents, but they tend to be narrow and snaky.
* "Islands" - Large islands, mostly, perhaps some will snake together and combine.
* "Small Islands" - Small islands and rarely anything you could call a continent.
==========
Inland Sea
==========
Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Balanced Start Plots: Civs are evenly spaced around the "hub" that is the inland sea
Temperate: Almost no rain forests or cold terrain at "Temperate" Climate.
=======
Islands
=======
Global Map: World Wrap left to right
Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size
Balanced Terrain: Each player starts with their own "large island", roughly equivalent
Coastal Start: All players guaranteed to start along the coast
NUMBER OF LARGE ISLANDS - Choose whether there will be minimum large islands, or extras.
* "Random" - Randomly picks one of the options.
* "1 Per Player" - DEFAULT - Each player has their own large island. No extras.
* "Extras" - One or more "extra" islands. Players are put on the best islands,
leaving the lowest quality "large" islands as uninhabited.
* "Several Extras" - More extras. (Still less than two large islands per player, though!)
NUMBER OF TINY ISLANDS - Tiny islands act as "water bridges" that open coastal-water pathways.
* "Random" - Randomly picks one of the options.
* "No Tiny Islands" - No extra tiny islands. Large islands will be isolated until Astronomy!
* "Few Tiny Islands" - Not many! Maybe some crossings from island to island, but unreliable.
* "Various Tiny Islands" DEFAULT - Enough tiny islands to ensure some early crossings.
* "Many Tiny Islands" - Plenty of crossings, almost like "Archipelago with Large Islands too".
=====
Lakes
=====
Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Sea Level: "Sea Level" setting will slightly increase or decrease the lake sizes
====
Maze
====
Global Map: World Wrap left to right
Nonstandard-Size Map: 56 plots wide, 32 plots talls, at "Standard" map size
Nonstandard-Variance: "Tiny" map size is very wide. Grid sizes are unusual across the board.
Reduced Peaks: Peaks will only appear inland, never along the coast
MAZE WIDTH - Choose the width of both land and water "segments"
* "Random" - Randomly picks one of the options.
* "1 Plot Wide"
* "2 Plots Wide"
* "3 Plots Wide" - DEFAULT
* "4 Plots Wide"
* "5 Plots Wide"
======
Mirror
======
Regional Map: No world wrap
Land-Heavy Map: 52 plots wide, 32 plots tall, at "Standard" map size
Mirrored Terrain: Half a map is created, then mirrorized to the other half.
Land-or-Sea "Small Lakes" option is a land-heavy option. The others are not!
Reduced Peaks No peaks along the coast for Archipelago or Tiny Islands settings only.
MIRROR TYPE - Choose the manner in which the terrain will be "mirrorized".
* "Random" - Randomly picks one of the options.
* "Reflection" - DEFAULT - "X Coordinate" flipping of terrain data.
* "Inversion" - "X Coordinate" and also "Y Coordinate" flipping of terrain data.
* "Copy" - No flipping. An exact copy of one half is produced on the other half.
* "Opposite" - "Y Coordinate" flipping of terrain data.
TEAM SETTING - When playing a team game, choose where teammates will start.
* "Start Together" - DEFAULT - For two teams, teammates will start in the same half.
- 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, every other teammate will be put on the opposite half!
- For three or four teams, each teammate is put in different "quarter".
- For five or more teams, starts will be scattered randomly.
* "Start Anywhere" - For all team counts, starts are scattered and anybody can be anywhere!
LANDMASS TYPE - Choose the type of land you want to play on.
* "Small Lakes" - DEFAULT - Land-heavy, just like a "Lakes" map would be.
* "Wide Continents" - Oceanic, puts a mini-pangaea on each half of the map.
* "Snaky Continents" - Oceanic, puts a continent with snaky arms on each half.
* "Archipelago" - Oceanic, puts archipelago-style islands on each side.
* "Tiny Islands" - Oceanic, puts archipelago-style TINY islands on each side.
* "Varied" - "Weighted Random" - 50% Small Lakes, and 50% some type of Oceanic.