Quote:I am totally banned from making maps for 3.0. I would not be able to resist alternating people between 3h plants, 3f plants and extra resources just to mess with Krill. lol
Do it.
fnord
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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[LURKERS] PB27 Map & Lurking: Walking in a :weed: wonderland
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Quote:I am totally banned from making maps for 3.0. I would not be able to resist alternating people between 3h plants, 3f plants and extra resources just to mess with Krill. lol Do it.
fnord
(August 29th, 2015, 06:59)The Black Sword Wrote: Regarding Cha, well, Krill ninja-nerfed the Colosseum again. Oh man, he nerfed it again before he even tried it? Well, that trait sucks again then... ![]() Quote:I am totally banned from making maps for 3.0. I would not be able to resist alternating people between 3h plants, 3f plants and extra resources just to mess with Krill. LOL... and you know what? this is actually the best solution, I think, to wandering settlers. You wouldn't want to give up a your extra city-tile bonus, just as you wouldn't want to give up the 2h plant before. So then we'll have a game where Krill doesn't get his 3h plant... fast forward to RtR v14.3 and its common for someone to finish Stonehenge before their first worker...
(August 26th, 2015, 08:22)Ichabod Wrote: And a whole bunch of happy resources already revealed. Noob CHA pickers... (August 31st, 2015, 05:16)plako Wrote: Disappointed to see a land like this. Not complaining about the quality that is grazy good. Just the fact that probably everyone has similar resources. Early game tech pace will be exchaustively fast. Probably close to the one provided by SMEG mod and I really hated that. This decreases also the value of Philo. Really hard to outtech anyone with significant margin. (August 30th, 2015, 11:10)Krill Wrote: I’m lowering my valuation of IMP on this map; I tend to find that lusher maps bring up other traits in speed, but IMP just can’t go much faster in expansions because you become constrained by workers and units to defend with, which IMP doesn't help with. I’d rather have AGG than IMP on a map this lush (food poor map like PB1 map, rather have IM though). Given that mapmaking has become much more quantitative with the balancing tool and such, maybe for future maps there should be some measure of how lush the land is (eg food resources/land, unique happiness/expected zone of influence) so that it would help inform the trait picks? (August 31st, 2015, 09:48)HitAnyKey Wrote: I had thought of that and did check. I assume you are referring to the below settings.... HAK is using the 15x15 preview map. What is the real size of the map? (August 31st, 2015, 09:46)ipecac Wrote:(August 26th, 2015, 08:22)Ichabod Wrote: And a whole bunch of happy resources already revealed. Noob CHA pickers... they might discover a little curveball in the classical era; the tech pace won't be quite as fast they think... ![]() And yeah, my balance tool gives a metric for lushness... the metric is just set high on this map, because I thought a very lush map would be fun, given the aforementioned curveball. (for those who aren't spoiled on the map, I wonder how quickly you can figure it out?) (August 31st, 2015, 16:30)GermanJoey Wrote: they might discover a little curveball in the classical era; the tech pace won't be quite as fast they think...Global desert/plains of doom as far as the eye can see? FFH style barbarians that somehow don't trigger until later (speaking of barbarians - when's the last game they had an impact on?)? Surprise inflation from map size tomfoolery??
Idk man, the pace was crazy fast throughout in my Emperor-level SP game (no tech trading). There were almost no completely unuseable tiles, and like every tile improvement has been buffed in Krill Mod to the extent that any nightmarish mishmash worked fine (I mostly rolled with farms and mines like I was playing FFH, after cottaging my initial core). Even desert hills were really solid by the industrial era, and they were among the last tiles to get a significant boost.
Sadly had to abandon that game due to turns taking forever. Both waiting for the AI and having to manage my dozens of cities. (August 31st, 2015, 16:43)Bobchillingworth Wrote: Idk man, the pace was crazy fast throughout in my Emperor-level SP game (no tech trading). There were almost no completely unuseable tiles, and like every tile improvement has been buffed in Krill Mod to the extent that any nightmarish mishmash worked fine (I mostly rolled with farms and mines like I was playing FFH, after cottaging my initial core). Even desert hills were really solid by the industrial era, and they were among the last tiles to get a significant boost. Hmmm, well we'll see I guess. I hope I didn't go overboard with the jungle mine-ables. Emperor AIs do get a 10% tech discount IIRC. What turn did certain landmark techs, like Guids, Liberalism and Astro, pop up in your game? IIRC dtay hit Guilds T116, Lib T144, and Astro around T155ish in PB18; in PB22, Lib was around T150 and Astro was around T160ish I think.
GermanJoey, why would not you give everyone a real size save, 100x80?
![]() (August 31st, 2015, 17:42)GermanJoey Wrote: WB Saves can't store intermediate city food/production so I just reset you back to T0. Is this big enough? 40x40? WHY?
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