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I loved this map!
Starting off with such a small view of the map was a very cool challenge, and I enjoyed the "mobility" of your cities as you discover which resources are where when you're so confined. More than any other map, I was building cities on the edges of the known map, and using the buildings to flip tiles before I had a decent scouting setup. I want to be vague as to not spoil any potential players, but I really liked how you utilized *that* building. I had noticed that it did that thing in the campaign but never thought much of it. Having that be a huge feature was absolutely inspired.
A lot of maps on the workshop fall into the trap of giving you resources in a way that it becomes obvious what should be built where, so the player is simply acting out the steps that the mapper has assigned them. Your map is clever enough to avoid that. Sure there are plenty of resources, but rarely without some sort of cost. There are a handful of locations where it's obvious what the "intent" is, but placed in spots that means they'd be isolated. Or areas are so resource dense that managing how to squeeze your city in the cracks is a challenge. Or maybe the relevant resources are *juuuuuuuust* far enough apart that your city is able to stretch, and figuring out which buildings need to be close to the center or not is a puzzle. Another example is the cluster of SEVEN fish. But they're far out enough that you either have to accept you won't get all of them, or you'll make the most lopsided city possible. I chose the second option because I'm not a coward.
The number of "nodes" where a city could go works extremely in the map's favor. Even now, as I'm nearing the end of the tech tree, I'm still second-guessing myself on exactly which cities should go where. Should I reach for this corner? Should I move my pottery production? Are my basic resources "center" enough? Do I want to forgo some of the resources in the center of the map so that those cities produce the more basic stuff to bolster logistics?