# Recommended settings:
-FFA/ Diplo Regicide with Last man standing (for the relic/wonder victory). map size 6 tops for 8 players, 4 and lowerif you want the game to go faster. fast speed. KotH should work just fine, but the nature of the map means that pushing someone off the middle with OP units is very possible
Don't you DARE to play this on map size 8
# =====QUICK WORKSHOP GUIDE FOR PLAYERS=====
-the workshops are 'trainable' from any outpost for 800 stone each, except the food/infantry (1000 stone instead) because of excess of units in that one
-they will all have the same icon, HOWEVER YOU WILL GET A NAME OF THE TYPE OF UNIT THEY CREATE IF YOU HOVER THE ICON
- WOOD (named 'archer') has foot archers (including gunpowder)
- FOOD (named 'long-swordsman') has infantry
- STONE (named 'cavalry archer') has cav archers (including gunpowder) and other units that don't fit other criteria (organ gun, ballista ele)
- GOLD (named 'knight') has melee cavalry.
-LEAVE AT LEAST A MARKET WORTH OF SPACE ON EACH SIDE OF THE OUTPOST UNLESS YOU WANT IT TO BUG INTO OTHER BUILDINGS
-once trained, the workshop will instantly appear on whatever side it feels like, already build and ready to use or convert
-they work EXTREMELY FAST
-NO REFUNDS
# Banned civs?:
nah
# The Workshops:
Every of the 31 Unique units (UUs from now on) in the game in their Elite form has been divided between 4 diferent workshops: the distribution of UUs has been explained in the quick explanation. they are indestructible and convertable
all workshops cost 800 stone except infantry, that has almost double the selection of units of the others and therefore costs 1000 stone to make up for it. HOWEVER workshops work at 6 times the rate of a castle to make up for it: they are not affected by conscription, but they work faster regardless (Unique techs may or may not apply, more on that later)
# RELICS AND KINGS
there are no relics in the map, but the king spawn one upon death that give 4 times the gold of a normal relic. this, plus the fact that you can convert workshops, promotes killing other players
# Unintended features/bugs
-not being able to create UUs during castle age was not intended: it's the price of setting training points outside the castle
-I think I broke fetorias in this map due to having to use the trickle workshops: I has to set the building trickle variables to 0
# [ ====================================]
# [ DoEs [X] UnIt GeT AFfEcTeD By BoNuS [Y] ????? ]
# [ ====================================]
Look, I cannot be assed to have a full list, but by testing I can give you a few rules of thumb on if your idea works or not:
1: IF A BONUS AFFECTS A UNIQUE UNIT AND A NORMAL UNIT IN THE ORIGINAL CIV WITHOUT EXPLICITLY MENTIONING THE TWO (says something like 'infantry' or 'foot archers'), THEN IT WORKS ON OTHER UUs OF THAT CLASS
for example, briton Chu-co-nus get extra range, Goth UU infantry is cheaper, etc
2: IF A BONUS MENTIONS ONLY AN ARMOR CLASS/GENERAL CLASIFICATION (says something like 'infantry' or 'foot archers'), THEN IT MOST LIKELY WORKS ON OTHER UUs OF THAT CLASS
For example, Hun discount on CA's applies on UU CA's, same for the Turk's U. Tech
3: IF A BONUS IS PROVEN TO LEAVE OUT OTHER UNITS THAT FIT AMBIGUOUS WORDING/ARMOR CLASS (says something like 'infantry' or 'foot archers') THEN IT MOST LIKELY DOESN'T WORK ON OTHER UU
Obsidian arrows leave out plumed archers despite the wording. other UUs are not affected by it either
4: 'SIEGE/SIEGE UNITS' BONUSES ARE NOT RELIABLE ON WORDING, EXPECT THEM NOT TO WORK ON UUs
Ballista elephants are not affected by celt bonuses for example
All I will say is: expect strong UUs out of not-so-flashy civs/bonuses. sometimes you just need some extra blacksmith upgrades or a bit of HD to turn something normal into a monster
Special thanks to Shulker, Trirem, Algernonr and many more for answering my questions on map creation chat in T90's discord. Also to all the map testers out there, as balancing this things without them would be extremely difficultit