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[SPOILERS] PBEM19 Map Thread - No Players!

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Ok, so let me explain what I was going for here. Basically, I wanted a map where nobody was going to get killed by an exploring warrior or two, but that the players were close enough that there would be genuine conflict. My original vision was something quite different that what I actually put together, because I tried to keep with the players general idea of snaky/blobby whatever.

So after tinkering with a few scripts, I decided on something based off a Wheel script. This gave basically what the players were after in terms of a contiguous landmass, but with multiple avenues of attack. The Wheel script defaults to flat, but because it was only Prince difficulty, I changed this to Toroidal, with the idea being that eventually, everybody is sort of neighboring everybody. The nice thing about Wheel is that it generates a strategically valuable center area, but its not a wonderland, unless you count having all the Tundra/Ice in the game wonderful. The player starts were not remotely balanced to begin with, so I tweaked quite a bit there, while still trying to achieve something natural and not over-balanced. Anyway, here it is...

Egypt/GES:

[Image: GES-Egypt.jpg]

HRE/Commodore:

[Image: Commodore-Darius.jpg]

France/MNG:

[Image: MNG-France.jpg]

Yuri/Ottomans:

[Image: Yuri-Ottomans.jpg]

Ranamar/Mali:

[Image: ranamar-mali.jpg]
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And here's the center region:

[Image: center.jpg]

Comments, feedback, accusations of stupidity all welcome.
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Here's a copy of the wbsave if someone wants to pick it apart more aggressively:

RBPBEM19b
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From the screenshots it looks like the NE and NW landmasses can reach each other by galley if they both settle on the coast, and the same goes for the N and SW landmass. If the SE landmass is more isolated you probably want to fix it so that everybody is on an equal footing there.

Or you could take it one step further and add spokes that cross the world wrap too; but that might get a bit too PBEM11-ish.

I didn't look at resource balance or anything like that.
If you know what I mean.
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Actually because of the ocean tiles they are galley proof so noproblem there.
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
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Yuri needs his wheat irrigating. Also need MNG and Yuri and Ranamar are missing a mining happy, Commodore needs his gold nerfing because no one else has easy mining happy.
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
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- HRE is the only one to start without a 3-food tile in the initial BFC
- France and Mali seem to have only 2 happy resources
- France and HRE seem to have quite a few more desert tiles then the others (though I didn't count them, just looked how I would place cities and found it much more easy with Egypt then HRE)
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Krill Wrote:Actually because of the ocean tiles they are galley proof so noproblem there.

I thought you could pass through ocean tiles with galleys as long as they are within a cultural border?
If you know what I mean.
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zakalwe Wrote:I thought you could pass through ocean tiles with galleys as long as they are within a cultural border?

Yes. But it has to be your _own_ culture border. And culture borders can only extend to ocean tiles theoretically reachable by a city on the same landmass (which is any ocean tile that shows the 1F 1C yield.) It looks like galley traversal across the date line meridian can be done in a few spots, but it'll require expanding out to at least 100 culture from a city all the way on the coast. And it can be blocked by the guy on the other side getting culture control of a strip of ocean tiles that you would need to move through.
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