Well my first thought was to use a machine gun so they couldn't go on the offensive, but then that would make it impossible to go kill someone. The inner tyrant in me rejected that idea immediately.
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
BRickAstley Wrote:So does that mean you think this instance of three people on each continent will be imbalanced? They requested a 2 continent map, with civs split on each, and this seemed like a fair way to set it up.
Most instances of 3 people on a continent are imbalanced and tend to collapse to a 2 people + a dead body state. No explicit diplo present helps, but does not prevent the basic trend. If they did request that, then though, try to shape terrain in a way that gives the odd player a choke to defend and lean back on. Something like player 1 core - choke - borderlands - choke - player 2 core.
Part of the problem is that I'm attempting a mathematical impossibility here: With this setup there are 4 main paths off of a continent, and only 3 players on each continent. every sample starting location that I am trying out will either leave one player with significantly less land than the other two, or will give one player easiest access to two ports, with the other players only having one port close by, though their ports are easier to secure than the player with two.
If someone can tell me how to make 4=3 I'll be very happy indeed.
BRickAstley Wrote:If someone can tell me how to make 4=3 I'll be very happy indeed.
Just combine maps A and B. Three galley paths off each circle, 120 degrees apart and offset 60 degrees from the starting locations. The six paths meet in pairs at three medium sized islands.
novice Wrote:Just combine maps A and B. Three galley paths off each circle, 120 degrees apart and offset 60 degrees from the starting locations. The six paths meet in pairs at three medium sized islands.
Oh Howdy, I was just using your tool on a sample map I had thrown together.
I'd like to do something like that, but I don't see how I'd be able to make the paths the same distance or somewhat symmetrical, with only one path from each player.
On running the tool and adjusting start positions, I found a setup that looks to at least give everyone equal land shares. It still has the problem of one player on each continent having a bit easier time getting to two different island chains than the other two do. I guess I'm led to question, is that going to be a big advantage? The main theater is going to be their own continent, and while having some extra land on islands is helpful, none of the islands should be terribly powerful, and everyone is all but guaranteed at leas a little access. And when the time for any inter-continental warfare comes about, then ships should be able to bypass any islands for attacking by going through the ocean. So maybe that isn't quite as big of a problem?
I have screenshots of my sample worldbuilder file i'm working with, after I get home and have dinner and some time with the wife, I'll upload them so you can tell me how horrid this idea is.
Picture time! Keep in mind that this is just trying to get the basic land vs. water locations and distances figured out, which is why it's all grassland. Also, I will include variance in coastline and island shape to some degree, so it doesn't look as manufactured. But balance/workability first.
Here's some settlers thrown down on a continent, with still uneven distances between them. Note the minimap to get an idea of the general feel of the map, since Toroidal won't let me zoom out all the way.
Since the circles at their diagonal points are just 6! tiles away from each other, to prevent crazy tactics come Astronomy, there's some ice in the middle to slow things down a touch.
Here's one possible island configuration
And here's another.
After running the map through Novice's tool to check for land distribution. The tile count it gives for the different players is very close with these starting positions, even though for two of the players it does give them two of the island chains. Maybe two players get a little easier chance for island expansion, wwith the cost of making the continent a smidge harder versus the other two?
If you're going with one or the other, I like the first island chain set-up more.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
I just rejiggered the starting positions so all of the settlers are either 14 or 15 tiles away from any other one on their continent, and are 4 tiles from the ocean, to prevent any sudden capital looting.