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Pitboss 36 Mapmaking and Lurker Thread

PM to BRickAstley or spacetyrantxenu I'd imagine?

Looking at the map, it's a lot more balanced than the first draft from last week, but I have some concerns about it.

First, the players at either end of the main landmass (Roosevelt and Darius) can only interact heavily with one other player apiece, while the others have two significant borders each. By a similar token, the end players have only one holy city that they can possibly access without conquering a neighbor (and GJ's balance tool doesn't believe either one has very good access to any holy city's area compared to their neighbors, because of the way settling pressure, resources, etc. will force everyone's city placememt) whereas their neighbors (Mansa and Gandhi) have the best access to holy cities: They're the only civs that have a real chance at each of two, barring crazy gambits.

The strategic locations of the holy cities relative to the rest of the map also contribute to this inequality: If you don't claim a holy city, you probably won't have any port on that side of the landmass - you certainly won't have a good one! - and that in turn affects access to oil. I would strongly recommend at least placing oil on a land tile close to each player's start position.

Horses and iron are also pretty unevenly distributed. I (and GJ's tool) expect everyone to be able to claim both, barring gambits, but I'd want to have sources of each closer to each capital, just to be sure.

In spite of their spacial positioning, GJ's tool also thinks some of the stone, marble, and aluminum tiles are much more contested than others; even if everyone plays equally well, it is lilkely that some player could end up with all three while others end up with none.
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Oh, and War Elephants don't seem to be banned for this game, so this is significant too: Access to ivory is uncertain, and (according to GJ's tool again) unequal: Roosevelt, Victoria, and Darius all have roughly coin-flip chances of getting any according to the tool's sims, while the others have chances well north of 80% each. (Note the tool does not take leader/civ into account, nor obviously player skill, but in theory the map should be created so that no start position is "better" than another given equal civs and players.)

As with the other strategic resources, I'd advise placing ivory closer to each player's start, perhaps swapping with another luxury.
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Ack, sorry to triple-post. I should also note the WBSave you sent seems to be set to Quick Speed, with Raging Barbarians set. I'm not 100% sure of the requested settings, but I thought they were looking for Normal Speed and No Barbarians (apart from of course the holy cities). Also only the first civ is set to HANDICAP_MONARCH in the WB file; the rest are set to HANDICAP_NOBLE.
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yeh, I thought the Pitboss host was able to change the Handicaps to be honest ....

I can easily change to Normal Speed smile

(iirc it was 3 votes for barb and 2 vote for no barb, with TBS in absentia)
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You can change most of those settings by opening the WBsave with a text editor. Mind sending me the updated map?
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Ok, El Grillo, I've sent you the map! smile

Thanks again for the map assist! smile
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Has anyone tested to see if the players are going to suffer "we won't fight with our brothers and sisters in the faith" unhappyness in cities with barb controlled religions in them?


Just wondering.   mischief
fnord
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lol
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Actually I came across a bug in testing ...

apparently around turn 5 or so, the remaining 3 religions are founded FOR NO DAMN REASON

anyone willing to test this in MP????

If this is the case, I will be forced to place the final 3 holy cities on the map as well, (already have a place in mind, so that would be fine enough I guess) plus give each civ THREE missionaries.

Thoughts?
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Someone might be able to write a mod specifically to prevent the game from automatically distributing any religions in a Medieval start. (I don't know how to do this though.)

You could ask the players for suggestions in the tech thread too.
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