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Map creation thread (spoilers)

I don't know how much jungle is needed to prevent global warming but you have some more room.

Starting around the edge of the continent, several whales resources are likely to be orphaned but they have so many that this is not an issue.

There is so much food on this map! As a player, it will be fun but it makes it hard to determine the value of starts because they are all very strong.

Make sure to set the difficulty setting up decently high. The lushness of the map screams REX as hard as humanly possible with so many good tiles to work. Players should have to skillfully manage expansion with bankruptcy. But the answer will still basically be expand as fast as possible.

Desert forts on the interior: Why? The assumption is obviously to sail ships through but players will use these as defensive chokepoints. I doubt it matters but it is easy enough for the players to plant a city or build a fort for naval access. This is a quibble and you can easily leave as is.

I like the winner take all marble in the very center. Whoever gets there first is going to be tough to dislodge. Should be fun to watch. I'd try to plant right on top of the marble, as you obviously intended.

At a glance, the forests seem ok. I didn't count, let the players do that. smile

Slight imbalance with distribution of calendar resources as some give bonus food (sugar, spice) and others commerce (dyes, silks) but with so much food available the effect is minimal. I would probably even choose the silks/dyes starts for the extra commerce in this situation.

Suggest that EXP trait is expensive. Whoever gets cheap Granaries is going to have a huge advantage, more than usual I think. FIN is still strong, particularly with no whipping nerf.

Overall, I think that this is going to be a very fun map for the players. Good job.
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(March 30th, 2016, 08:23)Boldly Going Nowhere Wrote: I don't know how much jungle is needed to prevent global warming but you have some more room.

Starting around the edge of the continent, several whales resources are likely to be orphaned but they have so many that this is not an issue.

There is so much food on this map! As a player, it will be fun but it makes it hard to determine the value of starts because they are all very strong.

Make sure to set the difficulty setting up decently high. The lushness of the map screams REX as hard as humanly possible with so many good tiles to work. Players should have to skillfully manage expansion with bankruptcy. But the answer will still basically be expand as fast as possible.

Desert forts on the interior: Why? The assumption is obviously to sail ships through but players will use these as defensive chokepoints. I doubt it matters but it is easy enough for the players to plant a city or build a fort for naval access. This is a quibble and you can easily leave as is.

I like the winner take all marble in the very center. Whoever gets there first is going to be tough to dislodge. Should be fun to watch. I'd try to plant right on top of the marble, as you obviously intended.

At a glance, the forests seem ok. I didn't count, let the players do that. smile

Slight imbalance with distribution of calendar resources as some give bonus food (sugar, spice) and others commerce (dyes, silks) but with so much food available the effect is minimal. I would probably even choose the silks/dyes starts for the extra commerce in this situation.

Suggest that EXP trait is expensive. Whoever gets cheap Granaries is going to have a huge advantage, more than usual I think. FIN is still strong, particularly with no whipping nerf.

Overall, I think that this is going to be a very fun map for the players. Good job.


Cheers. I just chucked the whales out without much thought as optics is so late to be useful, and food didn't have too much thought behind other than being roughly even (each getting the same amount of sources in the general area)

Cheap grans is ok, but I think imp might be powerful here - there are competing areas of expansion, like needing an early city down by the golds/fur for that happy, the mid zone gems, race to one stone.

Each having a monopoly on 1 calendar happy so MoM is more open with the marble in the centre... I didn't want to equate wine to spices as I think the openness of the MoM build is more important. I gave silk player slightly more riverside over dye etc but you're right the commerce might be more useful than the food here!
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Washington would be incredible here, particularly if he snags the Henge. I don't have much to criticize on the map as a whole but I'll echo BGN's injunction to make this sucker *high* difficulty level...Immortal at least I'd say.
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The thoughts of the forts was to nudge the weaker players into seeing the boating option, and I was also considering pre-placed barbs. If I give them city defend AI they will sit in the forts. I was also considering putting a couple of those on the marble, but wasn't convinced on that! (Or a preplaced barb city?) I would like that as stops a rush for the middle being as useful.

With jungle I was going to mountain off all save a strip equal to the narrowest passage and jungle it all. However I just wanted feedback on the map in case any changes needed.

I was thinking emperor difficulty?
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Maybe immortal wink
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(March 30th, 2016, 10:10)Commodore Wrote: Washington would be incredible here, particularly if he snags the Henge. I don't have much to criticize on the map as a whole but I'll echo BGN's injunction to make this sucker *high* difficulty level...Immortal at least I'd say.

Sorry I missed this - what would your thoughts be on preplaced non mobile barbs on the forts and perhaps the marble? Or maybe a preplaced barb city there?
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Ok had a quick look at costs and agree immortal probably best. Makes a little issue with the barbarian activity levels perhaps, although counter intuatively the preplaced barbs will help reduce that as less barbs will spawn and I can remove archery from them so it will only be warriors that spawn, and indeed preplace some on the mountains around the island to make less spawn.
Put the jungles on peaks around most of the island and in the water around the whole thing. Might spice up naval combat - it is the presence of terrain features that can 'grow' that help mitigate GW so that will do the job.

For a points system, I think going up to 10 rather than 5 is probably better, as it gives more flexibility. Assuming immortal difficulty, I would propose

7: FIN, EXP
5: Inca, India
4: IMP, CRE, ORG (gonna be more useful at the high difficulty) HRE
3: SPI, IND, (relatively awkward for wonder bonuses) Zulu, Sumeria
2: CHA, AGG, PHI, Ottomans/Maya/Byzantium (with WELLIE ban)
1: Civs that start with Agriculture Tech unless otherwise stated. Greece/Rome
0: America (or -1 but has agri)
-1: PRO Native america, portugal, arabia, celts

Makes the typical things impossible, and prevents any growth trait with fin. Exp Inca/India are just out of reach. Zulu and HRE and Org need to be placed highly - courthouses and lighthouses will be useful in many cities here. Sumeria too with the early access to the zigs could be game changing here...

Maybe it would be nice to give them some more options though? Giving a couple of trash civs -1 like portugal and natives? I also think those with easy access to extra happy need to be nerfed somewhat and so should score.

GLH does it need to be banned? Not convinced it does actually. Water civs do not need a boon or nerf here either especially.
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We've had 5 downloads but only 2 chaps comment - please speak up if you have downloaded!
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Really not sure about that new point system. IMO the difference in the civs is certainly far too high. I'll take Phi Natives/portugal/arabia celts over Pro Ottos/Byz/Maya anyday.
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(March 30th, 2016, 11:55)The Black Sword Wrote: Really not sure about that new point system. IMO the difference in the civs is certainly far too high. I'll take Phi Natives/portugal/arabia celts over Pro Ottos/Byz/Maya anyday.


Just trying to give more options. I was thinking more for the exp/fin players, being able to pair that with imp or cre etc

Plus we are doing either emp or immortal
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