This is a large file download mostly due to the AI file and the size of the extra sounds. This map is very complex and will need some effort to load correctly as well as learn to play.
Dogleg Islands PR is not the type of RMS you are use to. Not only does it have the usual build, defend, and conquer aspects; but it also has the pirates, quest, challenges and opportunities on the smaller islands. It is easy to get overwhelmed and forget what you are doing. I suggest you explore slowly. I feel that it has a large replay value. It is tutorial in nature and you will have to play many games to get the most out of it.
While some aspects of the game, like the main islands shapes, are similar in each game; the location of the smaller bonus islands and the pirates buildings on those islands will vary greatly from game to game giving a lot of replay value: especially when you change the number of players and the play options like nomad and FFA. There are many map types(about 20) randomly selected in each game that include a silk road version. KOTH is enabled but only for an even number of players.
There are 2 players on each dogleg shaped island on this water map; 1 at each end. So a 2 player game would have 1 island, a 4 player game would have 2 islands, etc. See the included readme for details on positioning the players. Makes a good FFA game. Each island has a trade route and a native village.
Works with any number of players, but an odd player(like player 5 in a 5 player game) gets their own smaller island, with no trade route.
With the proper AI, you have to balance: building you colony, being rushed by your island mate, being assaulted by an enemy landing party, sending aid to protect allies and completing quests. A 7 player game with an extra enemy is a real rush.
Players usually start with two fishing boats at their home city water flag and one fishing boat at each ally's water flag; except nomad where you only get one fishing boat but with a caravel/war canoe/fune. The computer players will start to fish and explore at about 20 seconds after the game starts, if you have loaded the AI correctly.
The Nomad start has been modified so that human players get a small landing party(with boats) and computer players only get a covered wagon(no explorer), since the AI can't handle landing parties. The human player has to collect enough wood from trees and treasures for the explorer/villager to build a town center. This works against the computer but I don't do multiplayer so I'm not sure about that. I tried to make the script so it would work with any combination of computer and human players; comments would be appreciated on this. See "Normal Nomad" above to get the regular nomad start(where you get the covered wagon, explorer, etc) that you are probably use to.
The game is easily modified(see readme) and can be made to run with TWC or the vanilla AOE 3, but not as is. If anyone wants me to do the work, let me know and I will upload a modified version.