I have to say, I've been really impressed by the map designing on display in all of the recently started PBEMs, and this is no exception.
Did you actually draw this by hand Kyan?
Did you start with an all sea base, or all land base and then drew in the water?
I like the central Uranium island, both the shape of it and the concept. Love the fact that everyone has visibility on it, should bring some really interesting alliance-shifts and diplo when one player claims it and the others all band together to bring him down.
I like the novel take on a water map, and the fact it's flat, so everyone stays on roughly equal terms for water movement.
Problems I see:
Regarding Bob's last point about the Dutch East Indiamen: it comes down to whether you're trying to balance this map specifically for the civs selected, or just trying to balance it for general play.
Are you willing to say that, well, the person who chose a water UU chose wisely?
If you're trying to balance it for the civs selected, then yes the East Indiaman will be overpowered without metal, while Sumeria and Greece are getting a slightly harsh deal.
But equally, taking out horses to give iron/copper is also unfair on the Russian Cossacks (plus maybe Carthage), rewarding the Arabian horseless camels etc etc.
It's hard.
Suggestions:
Did you actually draw this by hand Kyan?
Did you start with an all sea base, or all land base and then drew in the water?
I like the central Uranium island, both the shape of it and the concept. Love the fact that everyone has visibility on it, should bring some really interesting alliance-shifts and diplo when one player claims it and the others all band together to bring him down.
I like the novel take on a water map, and the fact it's flat, so everyone stays on roughly equal terms for water movement.
Problems I see:
- Have to agree with Bob about the metal.
It's great in concept, but as a recent Ruff Adventure showed, Iron is too central to Civ4, I do think it should be in.
- With no metal and only horses, the War Elephants from Ivory become too dominant.
It's so hard to balance, but after Construction and WEs, the next competitive units is muskets?
Regarding Bob's last point about the Dutch East Indiamen: it comes down to whether you're trying to balance this map specifically for the civs selected, or just trying to balance it for general play.
Are you willing to say that, well, the person who chose a water UU chose wisely?
If you're trying to balance it for the civs selected, then yes the East Indiaman will be overpowered without metal, while Sumeria and Greece are getting a slightly harsh deal.
But equally, taking out horses to give iron/copper is also unfair on the Russian Cossacks (plus maybe Carthage), rewarding the Arabian horseless camels etc etc.
It's hard.

Suggestions:
- Suggest adding Iron, either as a replacement to the horses underneath the capital or to the expansion islands.
No copper-enabled early axes or spears then, but they'll still be buildable once IW comes in/players expand.
- I notice no jungle on the map.
Have you considered that you can deliberately slow down player expansion by jungling up some of the expansion islands?
If you're happy with this setup, and think the lack of commerce is a sufficient check on player expansion, then feel free to ignore (remember it's a flat map, what difficulty?).
- Consider rewarding players who research Astro on a water map.
There are no landmasses that cannot be colonised by galley.

![[Image: pbem10-ironisland0000.jpg]](http://i849.photobucket.com/albums/ab54/kyanrbpb3/pbem10-ironisland0000.jpg)
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