Emperor/Immortal is fine to me.
EitB 33 tech thread
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Played a test game with the dimensions mentioned and inland seas, Emperor difficulty. I don't think Tsunami needs to be banned, I think less than half the cities on the map were coastal (as in, city square touching water, lakes included).
I think everyone has voted on settings now, albeit with a lot of "I don't cares".
Players, barring major complaints, this is your start:
If you choose a -1f leader, then the northern rice is moved 1 tile south. If you choose a -1c leader, then the southern rice is moved 3 tiles north, 1 tile east (to above the other rice). If you choose a -1f, -1c leader, then the southern rice is moved 1 tile north-east (to above the wine). If you choose a +1f leader then the rice to the south will become a corn. If you choose a +1c leader, then the northern rice will be moved 2 west, 1 north (to above the settler). If you choose a +1f, +1c leader, then the southern rice will become a corn and the northern rice moved 2 west and one north (to above the settler). Notes: there is no starting settler bonus, the coastal landmass below allows for the building of workboats, the settler tile and the tile to its east will have preplaced roads, any visible tile bleed beyond the explicitly revealed tiles is misleading as I have yet to roll the map, this area may be rotated depending on what the start demands. Any questions?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(January 6th, 2014, 15:41)Bobchillingworth Wrote: Played a test game with the dimensions mentioned and inland seas, Emperor difficulty. I don't think Tsunami needs to be banned, I think less than half the cities on the map were coastal (as in, city square touching water, lakes included). I am willing to be swayed by this depending on what I roll for the map. Consider the jury still out on this one. Based on responses I am setting the difficulty to immortal, and the map size to standard. Tech should be only slightly faster then '14, but the starts will be less altered so pace should be similar. Flavor will in no way delay the start time, it will be added or not depending on whether I can fit it in before leaving. Improvements will not be added by the map generater, or be in any way frequent. I reserve the right to add 2-3 per player as part of the flavor. Unique improvements will not be added unless I see any more support for them. Edit:Also, you should decide soon whether you want a human Hyborem/Basium, AI, or other options to do with hell terrain and Armageddon.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Don't care too much about human takeover being on or off, although having it off means a lurker is freed up to assist superjim wuth playing during his move. To the surprise of absolutely nobody, I like having Hyborem available.
(January 6th, 2014, 18:31)Qgqqqqq Wrote: Edit:Also, you should decide soon whether you want a human Hyborem/Basium, AI, or other options to do with hell terrain and Armageddon. My vote: Compact *not* enforced, so Hyborem and Basium can enter the game, but restrict them to AI. The best argument for this is that we optimize player order to get one turn per day (or more!), but adding a new player (or players) at the end of the rotation could throw that out the window. Last Days: off (normal AC speed). No Hell Terrain: off (required to balance AV, IMO). Picks sent to Q via PM.
Picks sent.
Just wanted to mention regarding the start posted above, won't a +1c start be slightly more beneficial than intended because the player will have a 3-food tile on turn 0 if they SIP? I guess that wouldn't matter if you go worker first but worker first may not necessarily be the best play in an FFH game after all, especially on immortal. Additionally, I'm assuming we're on Quick speed? I don't think that's been clarified anywhere. |