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[SPOILERS] PBEM 43 Lurker and Map thread

In the original thread. You're the mapmaker, find it.
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No, there isn't anything about it in there.
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Okay, it was Serdoa actually.

Serdoa Wrote:Hey Brick, thank you. It would be great if you would create us a map. You were also spot on (imo) that there only needs to be a completely mirrored map created and some improvements have to be thrown down randomly (was Sevens map able to do that on it's own already? I know he mentioned it as something he wanted to implement). Just make sure that everyone has the same improvements thrown down (=improvements should be mirrored as well). Maybe Seven can comment on that but I would estimate that something around 8 - 12 improvements per player should be fine (thats one every 25 to 40 tiles, counting all tiles).

The improvements you placed in the BFC probably don't count towards this number - they're rather hard to pillage due to proximity to the capital. Third ring probably isn't very good either.
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Oh I didn't see pig was jungled - sorry!
Even so though...

Are those oil rigs in the sea?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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One thing to consider about the detail Seven is considering the traits in, is that he isn't considering the relative strengths of one trait compared to another, only the absolute "value" of each trait. Of course, his reply to this is that the relative value is accounted for in the values used in his method already, but I don't think it really is. It does take into account EXP/CRE cramming a city down FIN/SPI's throat for example, and completely screwing up the latter's game.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Second city goes 889 of that starting plains hill and becomes the new capital...oh god that's a nice bureaucracy city. You can also go worker>settler with assorted warrior builds as needed, and get a second worker as a slave from the second city, with it stealing the corn...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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As a side note, there are city ruins scattered to and fro, for adding flavor, but I just placed those randomly without mirroring, since they don't give any gold when pillaged or cause any downsides to tiles before they are worked.
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lol I just realised the oil platforms don't have any oil! Wonder how many players will settle cities assuming they do... nice work brick!
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Well, they wanted pillage-able improvements, so I put in a bunch of those. I'm assuming that once they see 2 or 3 more in the same body of water, they'll get the hint. :P
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While I didn't set this up intentionally, I like how for everyone (or at least those that post semi-regularly) the move for copper is more of a decision to make instead of a definite move as usual. I think there is good land on this map, but it seems like there's a lot of choices that they're having to ponder through instead of Right City #1, Right City #2, etc. Works well for the level of players here I think.

Speaking of level of players, I'm guessing it's going to be either novice or Seven taking this, with mackoti being cousin-pleganger-ed, but I'm anxious to see how it actually plays out.
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