Last thing to note is that the deer people get their resource improved a turn faster than the wheat people. That's probably whatever but I wanted to mention it for completeness.
Thanks. I'm going to rotate start E (middle, grey) so it connects to the southwest lake instead, and then revamp the northeast lake somewhat. Southwest start will connect to the same lake as the west and northwest starts, for three main lakes with three capitals each.
Yes. At the very least, each of the lakes will have a central island, but I hope to fit in one near each capital as well. I spent some time yesterday trying to fit in 4 tile-islands, but they took so much of the lake that I think it will have to be 1 or 2 tiles.
I've been playing around with the water forms on the map and have a layout that looks halfway decent. Currently there are 1168 landtiles, for 130 tpp and 32% water.
Balance report overview, full report in spoilers:
Player 0 (SW; lower left): 7627,2 total land quality.
Player 1 (W; middle left): 13182,6 total land quality.
Player 2 (NW; upper left): 7840,7 total land quality.
Player 3 (S; lower central): 11442,1 total land quality.
Player 4 (-; middle central): 7979,6 total land quality.
Player 5 (N; upper central): 8810,2 total land quality.
Player 6 (SE; lower right): 9078,8 total land quality.
Player 7 (E; middle right): 11238,3 total land quality.
Player 8 (NE; upper right): 10047,0 total land quality.
Total map unfairness (standard deviation in weighted land quality): 5435
Player 0
Tokugawa of Native_america
101 land tiles.
(43 grass, 40 plains, 18 deserts, 0 tundra, 0 snow. 23 forests, 3 jungles, 5 flood plains, 1 oasis. 29 hills.)
7627,2 total land quality.
54,09 average land quality.
238,5 total food potential.
1,69 food per non-ocean tile.
137,0 total hammer potential.
0,97 hammers per non-ocean tile.
201,5 total commerce potential.
40 coastal tiles.
7 ocean tiles.
4 strategic resources (1 horse, 1 copper, 1 stone, 1 oil).
3 happy resources (1 wine, 2 gold).
9 food resources (2 cow, 2 crab, 1 deer, 1 pig, 1 clam, 1 banana, 1 wheat).
10 health resources (1 wine, 2 cow, 2 crab, 1 deer, 1 pig, 1 clam, 1 banana, 1 wheat).
Player 1
Franklin_roosevelt of Rome
161 land tiles.
(110 grass, 39 plains, 12 deserts, 0 tundra, 0 snow. 28 forests, 30 jungles, 4 flood plains, 1 oasis. 36 hills.)
13182,6 total land quality.
65,59 average land quality.
404,5 total food potential.
2,01 food per non-ocean tile.
172,0 total hammer potential.
0,86 hammers per non-ocean tile.
291,5 total commerce potential.
40 coastal tiles.
9 ocean tiles.
8 strategic resources (1 coal, 2 iron, 1 stone, 2 oil, 1 horse, 1 copper).
5 happy resources (1 silk, 3 dye, 1 sugar).
15 food resources (3 rice, 4 banana, 1 sugar, 1 clam, 1 crab, 2 cow, 1 pig, 1 wheat, 1 deer).
15 health resources (3 rice, 4 banana, 1 sugar, 1 clam, 1 crab, 2 cow, 1 pig, 1 wheat, 1 deer).
Player 2
Justinian of Korea
112 land tiles.
(30 grass, 59 plains, 23 deserts, 0 tundra, 0 snow. 22 forests, 0 jungles, 5 flood plains, 1 oasis. 29 hills.)
7840,7 total land quality.
45,85 average land quality.
283,5 total food potential.
1,66 food per non-ocean tile.
165,0 total hammer potential.
0,96 hammers per non-ocean tile.
258,5 total commerce potential.
59 coastal tiles.
18 ocean tiles.
6 strategic resources (1 stone, 1 oil, 1 horse, 1 copper, 1 iron, 1 uranium).
1 happy resources (1 gold).
10 food resources (3 cow, 2 wheat, 2 fish, 1 banana, 1 pig, 1 crab).
10 health resources (3 cow, 2 wheat, 2 fish, 1 banana, 1 pig, 1 crab).
Player 3
Huayna_capac of Mali
139 land tiles.
(56 grass, 65 plains, 18 deserts, 0 tundra, 0 snow. 34 forests, 0 jungles, 5 flood plains, 1 oasis. 25 hills.)
11442,1 total land quality.
55,01 average land quality.
377,5 total food potential.
1,81 food per non-ocean tile.
167,0 total hammer potential.
0,80 hammers per non-ocean tile.
293,0 total commerce potential.
69 coastal tiles.
5 ocean tiles.
7 strategic resources (2 oil, 2 stone, 2 horse, 1 copper).
1 happy resources (1 spices).
15 food resources (3 fish, 3 deer, 4 cow, 1 wheat, 1 pig, 1 banana, 2 corn).
16 health resources (3 fish, 3 deer, 4 cow, 1 wheat, 1 pig, 1 banana, 1 spices, 2 corn).
Player 4
Lincoln of Germany
101 land tiles.
(63 grass, 28 plains, 10 deserts, 0 tundra, 0 snow. 16 forests, 7 jungles, 3 flood plains, 1 oasis. 19 hills.)
7979,6 total land quality.
55,03 average land quality.
282,0 total food potential.
1,94 food per non-ocean tile.
100,0 total hammer potential.
0,69 hammers per non-ocean tile.
219,5 total commerce potential.
44 coastal tiles.
8 ocean tiles.
5 strategic resources (1 coal, 1 oil, 1 stone, 1 horse, 1 copper).
0 happy resources.
9 food resources (1 rice, 1 fish, 1 deer, 1 crab, 1 cow, 1 banana, 1 pig, 1 wheat, 1 corn).
9 health resources (1 rice, 1 fish, 1 deer, 1 crab, 1 cow, 1 banana, 1 pig, 1 wheat, 1 corn).
Player 5
Isabella of Maya
129 land tiles.
(46 grass, 53 plains, 29 deserts, 0 tundra, 1 snow. 32 forests, 0 jungles, 5 flood plains, 1 oasis. 25 hills.)
8810,2 total land quality.
46,13 average land quality.
297,0 total food potential.
1,55 food per non-ocean tile.
151,0 total hammer potential.
0,79 hammers per non-ocean tile.
258,0 total commerce potential.
62 coastal tiles.
4 ocean tiles.
8 strategic resources (2 stone, 1 iron, 2 copper, 1 coal, 1 horse, 1 oil).
0 happy resources.
9 food resources (1 corn, 2 pig, 2 cow, 1 deer, 1 banana, 1 clam, 1 wheat).
9 health resources (1 corn, 2 pig, 2 cow, 1 deer, 1 banana, 1 clam, 1 wheat).
Player 6
Mansa_musa of Babylon
112 land tiles.
(47 grass, 51 plains, 13 deserts, 0 tundra, 1 snow. 27 forests, 0 jungles, 6 flood plains, 1 oasis. 21 hills.)
9078,8 total land quality.
55,70 average land quality.
297,5 total food potential.
1,83 food per non-ocean tile.
133,0 total hammer potential.
0,82 hammers per non-ocean tile.
247,0 total commerce potential.
51 coastal tiles.
8 ocean tiles.
8 strategic resources (1 uranium, 1 aluminum, 1 horse, 2 stone, 1 iron, 1 oil, 1 copper).
2 happy resources (1 spices, 1 wine).
9 food resources (1 sheep, 1 wheat, 2 pig, 1 crab, 1 banana, 1 deer, 1 rice, 1 cow).
11 health resources (1 spices, 1 wine, 1 sheep, 1 wheat, 2 pig, 1 crab, 1 banana, 1 deer, 1 rice, 1 cow).
Player 7
Elizabeth of China
144 land tiles.
(87 grass, 43 plains, 14 deserts, 0 tundra, 0 snow. 37 forests, 17 jungles, 5 flood plains, 1 oasis. 39 hills.)
11238,3 total land quality.
61,41 average land quality.
356,5 total food potential.
1,95 food per non-ocean tile.
179,0 total hammer potential.
0,98 hammers per non-ocean tile.
244,0 total commerce potential.
39 coastal tiles.
13 ocean tiles.
8 strategic resources (1 iron, 2 stone, 1 oil, 1 copper, 1 horse, 1 coal, 1 aluminum).
0 happy resources.
12 food resources (2 rice, 2 corn, 1 banana, 2 fish, 2 pig, 1 cow, 1 wheat, 1 deer).
12 health resources (2 rice, 2 corn, 1 banana, 2 fish, 2 pig, 1 cow, 1 wheat, 1 deer).
Player 8
Ramesses of Ottoman
139 land tiles.
(50 grass, 62 plains, 27 deserts, 0 tundra, 0 snow. 37 forests, 3 jungles, 5 flood plains, 1 oasis. 21 hills.)
10047,0 total land quality.
49,01 average land quality.
349,0 total food potential.
1,70 food per non-ocean tile.
156,0 total hammer potential.
0,76 hammers per non-ocean tile.
317,5 total commerce potential.
66 coastal tiles.
18 ocean tiles.
I've done some editing of inner ring cities, making sure that everyone has a moai-spot that can share the seafood and claim horses, and a copper site that shares the pig and gets a cattle and floodplains. There's a two-tile island just outside view that has stone and safe land-oil later on.
I'll do some early luxury balancing and full strategic balancing in the next pass, and try to tone down starts 1, 3 and 7.
For luxuries I'm thinking of doing a mix of 60 and 61. Everyone gets one type of metal, and furs contested available on the lake island. Whales also in the lakes but different positions, and 2 calendar/wines for each. Should help boost both CHA and SPI by making religion more relevant.
What was the circumnavigation threshold again? Do you want it to be attainable on this map?
With precious metals, make silver grass flatland, gems plains and gold desert (tundra)? Making them riverside or not can also help balance, but the immediate connection is pretty huge of course.
Circumnavigation is 33% water, and I'm a bit conflicted if I want it on this map or not. They did ask for strategically important water though, so I might try to edge it over.
That sounds about what I was intending to do for metals; I was also considering using the available food to balance it out somewhat. Another option I considered was having the silvers in the same spot while the gold and gems were split between two cities, but I don't think that's a good idea.