Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[no players] Novel beginnings, standard outcomes: Map and Lurker thread.

It's like so much else, you start with something spicy, but it's all the same in the end. Just maybe more painful.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

Krill, please break this start:

[Image: Civ4ScreenShot0139.JPG]

Only the BFC is modified, I'll be having fun with the bulk of the map but the start needs the most attention. People who are not Krill can add thoughts too.

For reference, here is Seven's original:
To recap, this is a 40x40 map with toroidal wrap on noble difficulty. No barbs (nor any pre-placed barb stuff, don't worry), events or huts. Please realize that 40x40 is 1600 tiles, compared to the 900 that pbem25 has with a similar (but entirely land-based) map concept. So this is not going to be nearly as cramped.

The map is completely mirrored; i.e. there are 5 copies of every aspect of the geography, in the same layout as pbem25 (with players equidistant from one another). Here is what the start looks like:

[Image: pbem32start.jpg]

You have a pre-placed city with 5 culture; a scout; and a worker. Note the village at B, the railroad at D, and the Forest Preserve on the tile south of C.

Depending on your civilization's starting techs, certain things will be changed about your start:

Fishing: Your city loses its 5 starting culture.
The Wheel: The village on Tile B is removed.
Agriculture: The Corn is moved to Tile C (where it is forested and lacks freshwater).
Hunting: Tile A loses the forest.
Mysticism: Tile C becomes plains.
Mining: Tile D becomes flatland.

Additionally there are two civilizations with effects should you choose them:
If you are India, you start without a worker.
If you are Inca, you start without a scout.

Depending on your traits, you will additionally start with two free items (in your capital, in case that's not clear):

Aggressive: Library
Charismatic: +2 Population
Creative: Courthouse
Expansive: Hospital
Financial: 1 gold
Imperialistic: Grocer
Industrious: Castle
Organized: Supermarket
Philosophical: Airport
Protective: Granary
Spiritual: Warrior with the Sentry and Leadership promotions.

Clarifications:
a) Yes, Financial starts with a buck. Not 1gpt, not a gold resource. $1.
b) If your civ has a unique unit/building version of a starting unit/building of yours, you'll get your special version, not the regular version

I'd like to make a few changes, naturally. Imperialistic was obviously a bit too strong, with the Grocer picked by 80% of the players. One simple buff would be bumping difficulty up to Prince, which I like. Protective I'd like to buff to an even sillier degree...maybe farming the rice?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

Ah, also, need to watch Phi. Right now it's very strong with almost any specialist building, enabling some very scary slingshots.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

Letting Protective start in HR? that could give some fun changes tongue

is the Whales netted? ... if so the negative with Fishing could be ripping up that net tongue
Reply

I'm not sure I have time to contribute at the moment, but I think you should start completely over with a new rubric. Not only because the old one was "solved," but also because it makes the game/puzzle more interesting for both the players and the lurkers. If I can find a few I'll try and propose something.

And also in general you need to get over your fetish for Protective. smile
Reply

Nevermind, I like the puzzle once I started. Here's a first draft.

I'd turn the GLH to plains, the Ivory one tile east and put the Forest Preserve south of the worker by the by.

You have a pre-placed city with 5 culture; a scout; and a worker.
Depending on your civilization's starting techs, certain things will be changed about your start:

Fishing: Your city loses its 5 starting culture.
The Wheel: The village on the tundra is removed.
Agriculture: The whales are unnetted.
Hunting: Ivory loses the forest.
Mysticism: Rice becomes plains.
Mining: RR Hill becomes flatland.

Additionally there are two civilizations with effects should you choose them:
If you are India, you start without a worker.
If you are Inca, you start without a scout.

The traits are a little trickier. I'd like the choices to be a bit more equal this time - and probably slightly nerfed.

Depending on your traits, you will additionally start with some free items (in your capital, in case that's not clear):

Aggressive: Observatory
Charismatic: Laboratory
Creative: Barracks
Expansive: Aqueduct
Financial: Customs House
Imperialistic: Theatre
Industrious: Intelligence Agency
Organized: Supermarket
Philosophical: Colosseum
Protective: Levee
Spiritual: Monument

That's probably not precisely great, but its a jumping off point.
Reply

I have three words for you Gaspar: LINCOLN of RUSSIA. wink
Reply

NobleHelium Wrote:I have three words for you Gaspar: LINCOLN of RUSSIA. wink

Sigh. Pity, would be nice to see Russia in play.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

I was actually thinking about a malus building for Fin, like a Coal Plant, and something sarcastic like walls for Exp. Hrm, maybe a broadcast tower for Imp?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

Both Broadcast tower and Theatre provide Artist slots. Imperialistic is too good. Is Espionage allowed? If it is Intelligence Agency is also close to must pick and even the passive effects it provides are pretty substantial.
Reply



Forum Jump: