Map Idea
The next step was to generalize some of the design properties worked out in the sketch analysis and apply them to a new map in a different context.
One of the problems of Jebel Barkal is that the central area is occupied by the city, one can only use the lower 35% of the map effectively. So this time I thought to put the city on the left side.
To be able to use a greater part of the map for player purposes, the players are located on opposing ends, rather than confined to one half of the map.
The Irrigation canals on Jebel Barkal made it not only easy to wall off, but also prolonged the distances to travel between players, and split the map into compartments. That can be maintained and defended independent of each other. On maps without natural barriers, map control is often total. So on this map we could have these compartments again by adding streams and confluences of the streams.
To distribute the gaia attackers more evenly on the players, I don't align playerbases in a linear but an alternating pattern. There must also be shallows so that the scripted opponent can reach the enemies at the back.
Due to the design trait to be able to wall off compartments of the map near confluences, it would be likely that gaia is walled out from the middle strip of the map. So there must be a safe path for the scripted opponent / gaia in the middle of the map, horizontally.
Legend:
Black: player locations
Purple: scripted opponent city
Light blue: Streams / water
Green: Safe economy, trade
Blue: shallows, direction of playerbase expansion
Red: Places of frequent fights