Posts: 6,893
Threads: 42
Joined: Oct 2009
The forum was way too empty without any messages so I decided to open map thread mainly for the future since I have nothing to show yet .
Players please remember to stay away from here.
Guidelines from speaker:
Quote:Start: Medieval
Difficulty: Noble
Map: Lakes script with the following requests:
1) Normal amount of stone and marble
2) Balanced resources, so everyone has Horse, Copper, Iron, etc. within 5 tiles of their starting location
3) Remove all Ivory from the map
4) No gold, gems, or silver near the starting spots, so tech doesn't get sped up too much.
Size: Whatever the map makers feel is appropriate
Game Speed: Quick or Normal (vote)
Always War
No Tech Trading
Unrestricted Leaders
No Barbarians, Tribal Villages, Vassal States, or Random Events
Also - map will have cylindrical world wrap and is of size Huge.
August 5th, 2011, 06:50
(This post was last modified: August 5th, 2011, 07:38 by plako.)
Posts: 6,893
Threads: 42
Joined: Oct 2009
No screenshots yet, but here are some background info concernigng the map. I'm glad there are 4 teams since that makes balancing pretty easy although the number of teams requires a huge map i.e. there are lot of tiles to be taken care of.
Map is based on standard lakes script ~30% of water that creates 84x52 map i.e. similar dimensions that were used in PB4. I just copied upper corner of the 1st map I generated and edited it a bit more lush. It still is way less fertile than most of the maps used here, but I think that it is still not too barren.
I used the corner and mirrored it 1st vertically and then horizontally so that everyone has exactly the same starting 1/4 of the map. This would be alright map as is and totally balanced, but maybe a bit boring. So I'm making the map hopefully a bit more intresting via editing things manually. I'll probably keep the starting areas similar and I probably won't do excessive editing. Just enough so that seeing your land doesn't nescessarily mean that every land bridge is in the same place and not all the resources are equal or placed similarily still trying to maintain balance i.e. about same amount of rivers, hills, forests...
Posts: 23,429
Threads: 132
Joined: Jun 2009
Huge Donut! Duel TBG 4 corners! archipelago!
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
Posts: 6,893
Threads: 42
Joined: Oct 2009
Krill Wrote:Huge Donut! Duel TBG 4 corners! archipelago!
I'm trying to follow the job desciption. So lakes it is.
Posts: 3,143
Threads: 21
Joined: Oct 2009
Looking forward to see the map. Woudn't make things to similar, not even the starting positions. Gives everyone more options...
Posts: 1,716
Threads: 10
Joined: Oct 2009
In how far do you want the lakes to contribute to strategic consideration? I wouldn't mind seeing a map where Sirian doctrine-style warfare is very effective (though if X-city elimination is used, that may be a really bad idea).
Still, I'd love to see a map where naval warfare is a non-trivial part of the game. Perhaps add some options for canal cities to connect the lakes to each other?
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
Posts: 6,893
Threads: 42
Joined: Oct 2009
SleepingMoogle Wrote:In how far do you want the lakes to contribute to strategic consideration? I wouldn't mind seeing a map where Sirian doctrine-style warfare is very effective (though if X-city elimination is used, that may be a really bad idea).
Still, I'd love to see a map where naval warfare is a non-trivial part of the game. Perhaps add some options for canal cities to connect the lakes to each other?
The map is quite close to the one in PB4 in this respect although there is less water. I'll see if it would make sense to add more water tiles. At the moment, if people are willing to build forts they can get pretty much everywhere with boats even if there aren't that many total canal city spots.
Posts: 5,631
Threads: 30
Joined: Apr 2009
Water needs to be 20 tiles to be navigable by armed vessels, 10 tiles to be saltwater, and have a resource to allow workboats. So make sure that any lakes of a decent size are at least 20 tiles, and definitely NOT 15-19; that's especially bad if only one team gets a way to channel boats into a lake that they can't then be kicked out of.
Posts: 6,893
Threads: 42
Joined: Oct 2009
Cyneheard Wrote:Water needs to be 20 tiles to be navigable by armed vessels, 10 tiles to be saltwater, and have a resource to allow workboats. So make sure that any lakes of a decent size are at least 20 tiles, and definitely NOT 15-19; that's especially bad if only one team gets a way to channel boats into a lake that they can't then be kicked out of.
Good point. I'll keep this in mind. At the moment this should be quite alright, but after edits something might go wrong.
Here are some shots from the current maps. Here is the land of 1 team:
Here is closer look at the starting locations:
Is there something going totally wrong? Any other comments?
Mirroring goes so that this area is vertically mirrored to the east and then both of these are horizontally mirrored and moved 21 tiles east.
Posts: 17,857
Threads: 162
Joined: May 2011
Ah, are the starts supposed to vary this much? #1 has a +13 surplus if he SIP, moving 1W nets #3 a +16 surplus, whereas if #2 moves to the plains hill 1E and loses the freshwater health he'll manage +8 at most. All of this is without farms, naturally.
|