Mana is also valuable. What about putting most/all of the raw nodes on the center islands?
FFH PBEM XVI Map Thread [Spoilers]
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Tholal Wrote:Mana is also valuable. What about putting most/all of the raw nodes on the center islands? It's an idea that crossed my mind... But what worries me is that this kind of ideas end up being fun for the mapmaker, not the players. And it'd severily hamper the Amurite player, since they rely so much on mana (while the Bannor player, for example, could manage the situation without much hassle). Now that I think of it, I guess the only strategic resource I'm confortable with restricting is Mythril. What I'll do is make some happiness and health resources only avaiable at the islands. Ivory, gold, bananas are very good candidates, maybe some calendar resources too (I want to avoid making gems, incense and reagents difficult to get, since they are kind of strategic resources too). Ah! How about a little island in the sea that has hell terrain and a source of nightmares and sheut stone? The hell terrain won't spread, according to what Mist said in the FFH PBEM X tech thread, so that could be a good bonus for the ones that decided to explore!
Hey Dave, could you make the same test using novice's tool with this new modified file?
WB Save file: http://dl.dropbox.com/u/21249278/FFH%20P...wordWBSave RAR file: http://dl.dropbox.com/u/21249278/FFH%20P...0-%202.rar
Land area variation is less than 1% now, I can't see anyone complaining about it.
Same as before, except I made stone=mithril and silver=cotton since that fits better with the type of resource. Player 0Capria of Bannor331 land tiles.(298 grass, 33 plains, 0 deserts, 0 tundra, 0 snow. 145 forests, 14 jungles, 0 flood plains, 0 oasis. 58 hills.)1141 total food potential.2.83 food per non-ocean tile.373 total hammer potential.0.93 hammers per non-ocean tile.72 coastal tiles.410 ocean tiles.6 strategic resources (2 oil, 1 horse, 1 iron, 1 uranium, 1 coal).7 happy resources (1 spices, 2 gold, 1 sugar, 3 silk).26 food resources (3 fish, 1 banana, 6 corn, 1 crab, 3 pig, 3 cow, 3 rice, 3 sheep, 1 sugar, 2 clam).27 health resources (3 fish, 1 banana, 6 corn, 1 crab, 3 pig, 1 spices, 3 cow, 3 rice, 3 sheep, 1 sugar, 2 clam).
[SIZE=1]Player 1Os-gabella of Sheaim329 land tiles.(288 grass, 41 plains, 0 deserts, 0 tundra, 0 snow. 112 forests, 0 jungles, 0 flood plains, 0 oasis. 41 hills.)1118 total food potential.2.83 food per non-ocean tile.318 total hammer potential.0.81 hammers per non-ocean tile.66 coastal tiles.423 ocean tiles.11 strategic resources (3 uranium, 4 oil, 2 copper, 1 horse, 1 iron).6 happy resources (1 whale, 3 wine, 1 incense, 1 spices).17 food resources (1 whale, 4 corn, 4 cow, 3 sheep, 2 rice, 3 fish).20 health resources (4 corn, 4 cow, 3 wine, 3 sheep, 2 rice, 3 fish, 1 spices).
[/SIZE][SIZE=1]Player 2Arendel of Ljosalfar332 land tiles.(297 grass, 35 plains, 0 deserts, 0 tundra, 0 snow. 144 forests, 0 jungles, 0 flood plains, 0 oasis. 38 hills.)1116 total food potential.2.81 food per non-ocean tile.328 total hammer potential.0.83 hammers per non-ocean tile.65 coastal tiles.393 ocean tiles.11 strategic resources (2 horse, 1 copper, 3 oil, 1 marble, 2 uranium, 2 stone).5 happy resources (4 silver, 1 incense).18 food resources (4 pig, 3 fish, 4 sheep, 5 corn, 1 crab, 1 clam).18 health resources (4 pig, 3 fish, 4 sheep, 5 corn, 1 crab, 1 clam).
[/SIZE][SIZE=1]Player 3Valledia of Amurites332 land tiles.(290 grass, 42 plains, 0 deserts, 0 tundra, 0 snow. 96 forests, 64 jungles, 0 flood plains, 0 oasis. 49 hills.)1009 total food potential.2.52 food per non-ocean tile.323 total hammer potential.0.81 hammers per non-ocean tile.68 coastal tiles.281 ocean tiles.10 strategic resources (1 ivory, 1 copper, 2 uranium, 1 marble, 1 coal, 3 oil, 1 horse).8 happy resources (1 ivory, 1 gold, 2 dye, 2 silk, 1 incense, 1 gems).27 food resources (4 fish, 4 rice, 3 pig, 6 cow, 2 banana, 4 corn, 2 crab, 2 clam).27 health resources (4 fish, 4 rice, 3 pig, 6 cow, 2 banana, 4 corn, 2 crab, 2 clam).
[/SIZE][SIZE=1]Player 4Falamar of Lanun334 land tiles.(304 grass, 30 plains, 0 deserts, 0 tundra, 0 snow. 141 forests, 30 jungles, 0 flood plains, 0 oasis. 40 hills.)1136 total food potential.2.82 food per non-ocean tile.321 total hammer potential.0.80 hammers per non-ocean tile.69 coastal tiles.408 ocean tiles.6 strategic resources (1 iron, 2 oil, 2 uranium, 1 copper).8 happy resources (2 sugar, 2 dye, 1 spices, 1 silver, 1 silk, 1 gems).22 food resources (5 cow, 5 corn, 2 sugar, 1 pig, 1 fish, 2 rice, 1 wheat, 4 sheep, 1 banana).23 health resources (5 cow, 5 corn, 2 sugar, 1 pig, 1 fish, 2 rice, 1 wheat, 4 sheep, 1 spices, 1 banana).
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Ichabod Wrote:Ah! How about a little island in the sea that has hell terrain and a source of nightmares and sheut stone? The hell terrain won't spread, according to what Mist said in the FFH PBEM X tech thread, so that could be a good bonus for the ones that decided to explore! The hell option seems best. Like you say all the other normal or end game resources could end up being important stategically for others. Other options are a Ice Island with the Ice Mana (A strategic resource that is unexpected and only one of). Or a Ancient Island with Ancient Forests. I assume hell terrain behaviour hasn't been altered in EitB? Quote:Not really a script, but a program that chugs through the worldbuilder file and adds the garrison unit (and removes scorpion clan archers). It's very easy to change the garrison unit, and give it any arbitrary promotions. I picked Hill Giants because they're not outrageously strong, and won't switch teams because of the Clan world spell or the Subdue Animal promotion.You don't really even need a custom program or script. Just open the worldbuilder file in text format and use the find/replace functions. The copy/paste functions are also quite helpful.
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FFH-20: Jonas Endain of the Clan of Embers EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
Select the Barbarian in the player option, you should now have tabs for units, buildings and technologies. If you select buildings, then the very first button (Top left) in that will found a city.
Not the most detailed of explanations but I hope it's enough.
Ok, map is almost ready. I balanced each player starting terrain with the same number of resources and I added some different ones to the island in the middle of the donut.
I already placed the hell terrain island with nightmares and sheut stone. It's a little more far away from the Amurites, but not so much. And it'll only be reached with ocean navigation, so I guess it's not that big of a problem. I still need to place the outside ocean islands. I'm still undecided if I should open a land passageway between the players in the donut. They can reach by the inside sea, the outside sea and by the land inside the donut. Any opinions on the issue? Links: WB Save: http://dl.dropbox.com/u/21249278/FFH%20P...wordWBSave RAR file: http://dl.dropbox.com/u/21249278/FFH%20P...0-%203.rar |