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Southwest seems to have less non-jungle early city spots.
An interesting map overall
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Oh, and something I just thought of: difficulty and barb setting. I was leaning to Monarch and No Barbs, but I could be persuaded towards anything.
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I usually prefer no barbs, no random events in MP games since they add a lot of randomness that could easily become unfair for a player.
1+1=3 for extremely large values of 1.
The foundation of every state is the education of its youth. -Diogenes Laertius
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If a body of water has 10 tiles or more, it is salt water and you can build a galley on it. If there is 9 tiles of water or less it is fresh water and you cannot build a galley. If the water has a resource in it, you can build a work boat.
So I think the map needs considering from the poV of naval invasions, and using a galley hop to settle the centre land.
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Great map so far Tatan
Counting is not my strong point, but the centre does appear to me to be closer to Centre North and the East starting positions. Could it be argued those in these positions are going to find it easier to get to the centre? Just wondering if the centre needed moving a little further south and west?
July 16th, 2010, 17:52
(This post was last modified: July 16th, 2010, 17:54 by Tatan.)
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@Jowy: I think you are right, I will clear a bit of jungle in that area.
@Krill: Thanks for the clarification! I don't think galley-jumping to the center will be too much of an issue, as the only one who can really do it is the central northern start, which would require:
1. Scouting enough to realize one could galley-jump to the center.
2. Sacrificing great 2nd city sites to the east and west in order to found on the coast.
3. Going out of the way to research fishing and sailing, and then actually building a galley.
So ultimately, it would be easier to simply walk around the lake. And for this reason, I just realized that having no barbs might not be such a good idea, as the north player could simply walk over a settler to the center and settle with impunity; however, having barbs on would play hell with the players with all this jungle on [especially on Monarch]. So, crazy idea: what if I simply PLACED a barb city in the middle? It would make a nice little obstacle to settling in the center, without a game-changing effect. Thoughts?
Oh, and it appears that the players want ivory removed from the map anyway, so I guess I'll just replace it with gems/gold/silver.
EDIT: Oh, hey Pegasus, didn't see your post. You might be right; I'll have to count the tiles just to be sure. If necessary, I can simply extend the fertile region to where it needs to be.
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Alright, tweaked the map again, for what I hope will be the last time.
Changelog:
-Cleared a few miscellaneous jungle around some of the starts
-Added a few mountains to make it more difficult for the Northern start to get to the center.
-Extended the floodplains a bit to the west.
-Replaced the ivories with gems/silver, as per the players' request.
-Added the barb city The Spanish Inquisition [NOBODY EXPECTS THE... well, I think you get the point].
Relevant Pix:
Southwest Start
Southeast Start
Northeast Start
North Start
Northwest Start
The Central Region
I shall proceed to commence editing the worldbuilder file...
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Love the barb city!
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Mainly WB a few archers in that barb city, just to prevent a 'lucky' early capture from a 'fast' axe/chariot if it is defended only by warriors
(and put it on a hill as well ?)
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Jabah Wrote:Mainly WB a few archers in that barb city, just to prevent a 'lucky' early capture from a 'fast' axe/chariot if it is defended only by warriors
(and put it on a hill as well ?)
Inca's would get advantage. Just warriors could be better or maybe having something tough like 1 longbow alongside with weaker troops.
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