After the great intergalactic inversion, the 8th great races teamed up and withdrawn themselves far away from each other. For centuries, they have lived upon themselves keeping minimal contact with each other.
The spaceports, providing instant jump to each others racial galaxy and far beyond, are in bad shape and only a few to this date still work. Local commerce has thrived over the years but ports have been stagnate and bold adventurers have taken the first steps to venture out.
Many young and talented adventurers have wondered off beyond, very few have returned. Once in a while scattered wreckage have been found near the warps, belonging to the many that haven't returned. The few that have returned claim of an existing of a galaxy beyond the warps where starcompasses can not be trusted and numerous sightings of pirateships have been reported. And far beyond the event horizon adventurers tell tales of great riches and unmatched experience. Some dare to say there are uncharted planets to be taken and built into a stronghold to rule the far away galaxies...
The time has come for the bold to venture out and become rich and famous!
SETUP
Walls not visable. Only for admins who make the map to have a bit of a surprise
RACIAL GALS 10x10
Every racial galaxy should have
- Advanced Missile Concepts 1 & 2
Check your pulse
Shotgun Shack
The general store – Weapons division 1, 3 and 4
Racial ship dealer
2 banks
High density of lvl 6 to 9 port
1 warp from each racial to Minotaur
1 warp from 1 of the racial gals to another to stimulate connnectivity a bit more.
MINOTAUR 12x40
UNO on top of every warp coming from racial gals so it cant be mined in minotaur gal
Walls, warps and banks like they are presented in example.
Should have the following ship dealers at random:
- Cheap used ships
Refurbished ships
NEUTRAL/MEGALI IDEA 20x40
UNO on warp incoming from MINOTAUR
Walls within red dots as presented, rest well... more or less the same
Warps lay at a sweet spot from entrances to planet regions
Planet region exact copy.
Stack decaying time less then standard, maybe 30-ish hours
Lower density of ports, good EXP/money to be earned. Also taking out a few should be able to creat a good route.
Top left and right more walls tunneling for hunters to hide and back mining when hunting
CA's outside pgals the desired locations. All not to close to prevent easy mining. UNO together with CA so clearing wastes more turns as well.
Ship locations
- Cross World Transit ships
Huge Ship central
Military ship central
Ship-O-Rama
cruiser central
UG
walls at random, preferably some hiding corners
no UNO/CA
a few low level ports
- Federation Shipyard
The Smugglers craft
blank map with only basics on it.