Premade map D variant setup suggestion

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TomKy
Posts: 41
Joined: 02 October 2021, 21:36

Premade map D variant setup suggestion

Post by TomKy »

Now, the beta is out for a few weeks by now, I want to suggest a new set of premade maps which are intended to be as balanced as possible. I mentioned this in bugreports at this post: Suggesting new set of premade maps (D) during Alpha development. You can upvote there if you like this suggestion. (Edited: The images and links should be correct now, current edit v1.3 and some are still v1.2)

TI4 at BGA has A, B and C presets for maps for faster start setup, especially in turnbased games. A is the one from the rulebook. B and C are different variants created by the developer for varied setup, which in some cases does have unbalanced slices and is good enough for casual play, but for competetive play perhaps no the most balanced ones. You can also check out the Pre-made map discussion - at bugreports for some inputs during alpha test.

For future Arena support, I suggest a more balanced premade slices since a bad starting slice is not good for competetive play which has more balanced slices. These D variants I suggest here does in general also give easy access to mecatol. Each faction should have somewhat equal access to tech skips, resources and influence and no bad starting slices which should be fine for arena play and make as fair start as possible, which I don't feel its the case with current premade maps.


Version 1.3 - Premade map D variants for different player counts.
3 players (keeganw.github.io)
Image

4 players (keeganw.github.io)
Image

4 players with hyperlanes (keeganw.github.io)
Image

5 players (keeganw.github.io)
Image

5 players with hyperlanes (keeganw.github.io)
Image

6 players (keeganw.github.io)
Image

v1.0 - v1.2 -
Latest Images of Suggested Maps at different player counts v1.3

These maps are just suggestions for a new row of a premade maps variants. For images of current A, B and C premade maps Look here in this thread

(You can also choose a setup to draft the tiles at setup, but this post is about adding another set of balanced premade setup with a premade map for faster setup, not a discussion about Player Build Map setup)

I decided to put it here since feedback might be nice and these premade map suggestion may be subject for changes.
Last edited by TomKy on 26 August 2026, 19:14, edited 9 times in total.
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GTSchemer
Posts: 1178
Joined: 09 August 2013, 03:26

Re: Premade map D variant setup suggestion

Post by GTSchemer »

Feedback from other players would be good here, so I can eventually pass these maps to the publisher to see if they approve the final versions.
lonnsjo-tommy
Posts: 3
Joined: 11 August 2026, 15:25

Re: Premade map D variant setup suggestion

Post by lonnsjo-tommy »

Hi, I think they look really good overall.
My feedback would be to try and balance 4 and 5 without hyperlane a bit more. A few of the starting areas are a bit unbalanced, now i cant really see teh total resources on the adjecent to starting so it might be balanced. Maby add a few empty hexes?
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TomKy
Posts: 41
Joined: 02 October 2021, 21:36

Re: Premade map D variant setup suggestion

Post by TomKy »

In the base game, there are no more hexes to be added in 4p setup, and only 1 tile is left out in 5p setup so not much empty spaces.

However I may look over and reajust if needed, there are some differences in the resources and influences in the player slices so I can readjust them. I will do a math and perhaps do a better balance in the 4 and 5p games.
lonnsjo-tommy wrote: 26 August 2026, 11:57 Hi, I think they look really good overall.
My feedback would be to try and balance 4 and 5 without hyperlane a bit more. A few of the starting areas are a bit unbalanced, now i cant really see teh total resources on the adjecent to starting so it might be balanced. Maby add a few empty hexes?
Edit: Due to your feedback I have checked over the maps you mention and slightly updated the 4p map, and 5p map to make the resource/influence balance slightly better. 4p hyperlane map I have moved the alpha and beta wormholes to not being adjecent to the other wormholes as I overlooked that in the first version.
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tarongot
Posts: 170
Joined: 10 March 2013, 20:30

Re: Premade map D variant setup suggestion

Post by tarongot »

My proposition of changes to 4 player's map, no hyperlines:

https://keeganw.github.io/ti4/?settings ... 43,35,42,0

Changes are minor :
1. Switching places of hex 22 with 24
2. Switching places of hex 29 with 32

That way all 4 players have mixed planet's types in theirs "slices", and player on "left" has no access to 2 planets for green tech.
Before that, player on "right" and player on "left" had easy access to 4 planets of ( (accordingly)) hazardous and industrial, while players "top" and "bottom" had mixed types of 2-3 each. Resource/culture values are similar after both changes.

I leave it for your consideration.
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