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Downloads Home » Random Maps » [G]Naboo Lagoons

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[G]Naboo Lagoons

Author File Description
RF_Gandalf
File Details
Clone Campaigns required?: No
Naboo Lagoons by RF_Gandalf

In the remote tropical regions of Naboo lies an unusual area of shallow lagoons, small atolls and barrier islands. In the center of this low-lying region is one of the water tunnels down to the core of this strange planet, but otherwise the seas are very shallow. You must colonize one of these small islands and establish control for your civilization over the whole region, but watch out for the competition! The area is a little short of usable land, but is extremely rich in fishing. Beware of the dangerous denizens of the deep that may attack you in the deep water of the central lagoon!

This map script starts each player on a small island surrounded by a small lagoon, which in turn is surrounded by a barrier island. The rest of the map is a maze of islands, water passages and swamp land, with jungle and mangrove-like forests scattered about. There are swamp connections across the waters to every player, and there is a small break or two in the barrier island around each base. The water passages between the players are variable and depend in part on the size of the map.

The start area resources include the usual randomized food items, plus an extra randomized food type-the wild faamba. There are also some extra nerfs, kaadu, and wild faamba randomly scattered about all maps. The start area resources also include adequate nova and ore, though the placement of these has been changed slightly to allow it all to fit on your small base island. The rest of the map has adequate nova and ore, but these are placed in more-numerous-than-usual clumps of 2 or 3 units because with the irregular distribution of land outside of the start area, this helps to more fairly distribute the resources. The amount of open, buildable land is less than on some other maps, and forest is plentiful, though in a long drawn out game forest could be depleted through naval warfare. The biggest difference in resources of this map from standard, though, is the tremendous amount of fish and shorefish. Most players will not want to farm at all on this map if they can keep their utility trawlers protected, saving their relatively scarce land area for buildings.

WARNING: You should always play this map on a size LARGER than the number of players. This is because the special construct of start island + inner lagoon + barrier island takes up a significant amount of space, and crowding will distort the features. For example, playing 8 players on smaller than Giant size map results in intersection of the barrier islands - they are not separate. Also as an example, two players will fit on a Tiny size map but the amount of buildable land is better if you play on a Small or Medium size map. If you want more open land, play on an even larger size!

Note that the computer AI cannot play Naboo Lagoons as well as a human. The AI builds a nice base on its starting island and attacks well, but does not spread out and colonize surrounding lands for more resources and does not utilize the fishing as well as a human.

Some tips on playing Naboo Lagoons:
** I recommend getting a shipyard up for fishing in your protected lagoon as soon as possible in Tech level 1.
** Scouting outside your base area is very critical, even more so than on all land maps. There may or may not be a direct water passage to your enemies or your allies. Finding the passages, scattered resources, open building areas (especially for forward camps), and additional protected fishing areas are all important goals.
** Fishing from multiple shipyards is important as soon as you can do so. Multiple powered shipyards is an important way to advance economically.
** On reaching Tech level 2 one of your first moves should be making a transport, and getting workers and your scout to other islands unreachable by land connections. There are sometimes bodies of water that are not reachable by your enemy which make great spots to build hidden shipyards to fish from.
** Shorefishing is different on this map because there are so many shorefish! You should move groups of workers gradually along shorelines building new food processing centers as you move. This is more economical than farming.
** Note that it can be a little tricky to place a dock - they will not place over fish, and there are so many fish that you may have to move the cursor around a bit to find an open spot for one.
** Although the narrow strips of land and water have 'chokepoints' that are relatively easy to defend, air power is extremely useful in bypassing these chokepoints and attacking areas of fishing and other good targets.

For those interested in how random maps are constructed, these maps use a technique of placing different terrains in sequence then converting them to the desired land or water terrain to achieve the unique land constructions and spacings. Take a look at how this was done by looking at the scripts!

Updated 4/28/02 to eliminate the 'Gungan bug' which could place very large fish on the Gungan CCs.
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Statistics
Downloads:2,149
Favorites: [Who?]0
Size:5.94 KB
Added:02/14/02
Updated:04/28/02