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EITB XLIII Mapmaking Thread (No Players)

Player 1: Amurite

Happy/Commerce Resources: Sugar 2 Tiles (+1C +1F +1H), Silk 3 Tiles (+3 C +1H), Beaver 5 Tiles (+3 C +1H)
Commerce: 7
Food: 1
Happy: 3
Hammer: 0

Recommend: Incense & Reagents Added

Player 2: Calabim

Happy / Commerce Resources: Cotton 1 tile (+2 C +1H), Cotton 6 tiles (+2 C), Incense 8 tiles (+5 C), Dyes 8 tiles (+4 C +1H), Elephant 8 tiles (+1C +1HR +1H)
Commerce: 14
Food: 0
Happy: 3
Hammer: 0

Recommend: Reagents Added.

Player 3: Kuriorates

Happy/Commerce Resources: Sugar 2 tiles (+1C +1F +1H) , Dyes 7 tiles (+4 C +1H), Reagents 10 tiles (+1 F +2 C, Wine 7 tiles (+1F +2C +1H)
Commerce: 9
Food: 3
Happy: 3
Hammer: 0

Recommend: Incense and Reagents Added

Player 4: Svartalfar

Happy/Commerce Resources: Dyes 8 Tiles (+4 C +1H), Reagents 6 tiles (+2 C +1 F), Incense 6 tiles (+5 C)
Commerce: 11
Food: 1
Happy: 2
Hammer: 0

Recommend: Gold Added

Player 5: Khazad

Happy/Commerce Resources: Cotton 2 tiles (+2 C +1H), Gold 2 tiles (+6 C +1H ), Incense 5 tiles (+5 C), Wine 3 tiles (+2 C +1 F +1H), Reagents 5 tiles (+2 C +1 F)
Commerce: 17
Food: 2
Happy: 3
Hammer: 0

Recommend: Stay As is

Actions for Everyone: Move all resources within 2 2 3 5 and 5 squares from starting position to match the Khazad
Reply

I modified resource placement. I previously though of adding Reagents, but I looked at available river commerce or added rivers instead which I think makes up for that.


Attached Files
.zip   EITB 43 Try19 V9.zip (Size: 12.38 KB / Downloads: 0)
Reply

Fixed an issue with Goblin Forts having too many starting units. Moved some Barbarian Lairs farther away from some players for equity sake. There are no current barbarian players, so no conflict of interest.


Attached Files
.zip   EITB 43 Try19 V10.zip (Size: 12.36 KB / Downloads: 1)
Reply



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