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[PB61] Map-making thread (No players)

I kinda like the sparse happiness in PB60. Two early happiness resources are fine. More than 2 may weaken CHA a bit too much.

On first glance the starts look great now. I will think about it a bit more though.
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Agreed, starts look much better. One minor thing that sticks out to me now is that most starts have a resource layouts would allow a second city in 2 directions to share a 2nd-ring improved food tile, while starts A and C only have one.

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(July 1st, 2021, 03:17)El Grillo Wrote: Agreed, starts look much better. One minor thing that sticks out to me now is that most starts have a resource layouts would allow a second city in 2 directions to share a 2nd-ring improved food tile, while starts A and C only have one.

Good point, especially as A wants to go east and C wants to go west. I might have to alter the rivershape for A to put the sheephill where the floodplain is now. For C i can swap the western grasshill with either the corn or the cattle. Any thoughts on giving A back it's rice instead of the floodplain?

(July 1st, 2021, 03:11)civac2 Wrote: I kinda like the sparse happiness in PB60. Two early happiness resources are fine. More than 2 may weaken CHA a bit too much.

On first glance the starts look great now. I will think about it a bit more though.

Yeah, I tried to boost CHA with happy there, so might ditch the furs here. I just feel sad for them, as they're often the resource that gets axed :P
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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I changed A, C, E to allow better sharing of resources:








I intend to distribute the starts in about 4 hours time. I'm travelling for friday to tuesday so will have less time to work on the map then, but should have some time to think and discuss on the forum.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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I've run the latest version through novice's tool, and the executive summary isn't that bad:

Start A (Western north): 146 land tiles; 3864,2 total land quality.
Start B (Westmost north): 98 land tiles; 2752,6 total land quality.
Start C (Eastmost north): 110 land tiles; 3181,6 total land quality.
Start D (Southwest): 122 land tiles; 3743,6 total land quality.
Start E (Southeast): 115 land tiles; 3199,3 total land quality.
Start F (Central south): 174 land tiles; 4440,2 total land quality.
Start G (Eastern north): 133 land tiles; 3170,9 total land quality.

Start F might manage to claim more than their share, but they also have the most neighbors, so I'm fine with that. Start B might need a few extra tiles of backline, while A and D might need a small tune-down.

Full report follows:
Total map unfairness (standard deviation in weighted land quality): 1390

Player 0 (Start B; JackRB; Westmost north)
Brennus of Zulu
98 land tiles.
(58 grass, 27 plains, 13 deserts, 0 tundra, 0 snow. 29 forests, 6 jungles, 4 flood plains, 1 oasis. 27 hills.)
2752,6 total land quality.
12,74 average land quality.
724,0 total food potential.
3,35 food per non-ocean tile.
133,0 total hammer potential.
0,62 hammers per non-ocean tile.
597,5 total commerce potential.
118 coastal tiles.
233 ocean tiles.

11 strategic resources (1 marble, 1 uranium, 1 aluminum, 1 iron, 2 ivory, 1 oil, 1 horse, 1 stone, 1 copper, 1 coal).
9 happy resources (1 silk, 2 ivory, 2 sugar, 2 wine, 2 gold).
13 food resources (3 fish, 2 crab, 2 cow, 2 sugar, 1 pig, 1 rice, 1 clam, 1 banana).
15 health resources (3 fish, 2 crab, 2 cow, 2 sugar, 2 wine, 1 pig, 1 rice, 1 clam, 1 banana).

Player 1 (Start F; Rekenner; Central south)
Louis_xiv of Spain
174 land tiles.
(103 grass, 52 plains, 12 deserts, 7 tundra, 0 snow. 58 forests, 13 jungles, 4 flood plains, 2 oasis. 43 hills.)
4440,2 total land quality.
20,46 average land quality.
502,5 total food potential.
2,32 food per non-ocean tile.
212,0 total hammer potential.
0,98 hammers per non-ocean tile.
387,0 total commerce potential.
43 coastal tiles.
61 ocean tiles.

12 strategic resources (3 oil, 1 copper, 1 stone, 1 marble, 1 aluminum, 1 ivory, 1 uranium, 1 iron, 1 coal, 1 horse).
13 happy resources (2 wine, 3 dye, 1 ivory, 2 spices, 3 silver, 2 incense).
18 food resources (3 cow, 1 wheat, 2 sheep, 3 deer, 2 rice, 2 fish, 2 corn, 1 crab, 1 pig, 1 clam).
22 health resources (2 wine, 3 cow, 1 wheat, 2 sheep, 3 deer, 2 rice, 2 fish, 2 spices, 2 corn, 1 crab, 1 pig, 1 clam).

Player 2 (Start G; Joshybravo963; Eastern north)
Hatshepsut of Mongol
133 land tiles.
(58 grass, 42 plains, 22 deserts, 11 tundra, 0 snow. 43 forests, 6 jungles, 6 flood plains, 0 oasis. 36 hills.)
3170,9 total land quality.
15,54 average land quality.
552,0 total food potential.
2,71 food per non-ocean tile.
169,0 total hammer potential.
0,83 hammers per non-ocean tile.
431,5 total commerce potential.
71 coastal tiles.
127 ocean tiles.

10 strategic resources (1 stone, 1 aluminum, 1 horse, 1 iron, 1 coal, 1 ivory, 1 copper, 1 oil, 1 uranium, 1 marble).
8 happy resources (2 sugar, 1 dye, 1 ivory, 2 gold, 2 incense).
19 food resources (4 fish, 3 deer, 3 cow, 2 sugar, 2 clam, 1 wheat, 1 banana, 1 corn, 1 crab, 1 pig).
19 health resources (4 fish, 3 deer, 3 cow, 2 sugar, 2 clam, 1 wheat, 1 banana, 1 corn, 1 crab, 1 pig).

Player 3 (Start E; Vanrober; Southeast)
Mehmed of Celt
115 land tiles.
(46 grass, 46 plains, 9 deserts, 14 tundra, 0 snow. 38 forests, 0 jungles, 1 flood plains, 0 oasis. 35 hills.)
3199,3 total land quality.
18,08 average land quality.
657,0 total food potential.
3,71 food per non-ocean tile.
164,0 total hammer potential.
0,93 hammers per non-ocean tile.
503,0 total commerce potential.
62 coastal tiles.
236 ocean tiles.

9 strategic resources (1 horse, 1 aluminum, 1 marble, 1 stone, 1 ivory, 1 copper, 1 uranium, 1 coal, 1 iron).
10 happy resources (2 spices, 3 silver, 2 wine, 1 ivory, 2 silk).
16 food resources (5 fish, 4 wheat, 1 sheep, 1 crab, 1 corn, 1 clam, 2 deer, 1 cow).
20 health resources (2 spices, 5 fish, 4 wheat, 1 sheep, 2 wine, 1 crab, 1 corn, 1 clam, 2 deer, 1 cow).

Player 4 (Start D; BING_XI_LAO; Southwest)
Pacal of France
122 land tiles.
(72 grass, 43 plains, 7 deserts, 0 tundra, 0 snow. 31 forests, 16 jungles, 2 flood plains, 0 oasis. 30 hills.)
3743,6 total land quality.
19,50 average land quality.
675,0 total food potential.
3,52 food per non-ocean tile.
162,0 total hammer potential.
0,84 hammers per non-ocean tile.
499,5 total commerce potential.
70 coastal tiles.
201 ocean tiles.

11 strategic resources (1 copper, 1 oil, 1 iron, 1 ivory, 1 uranium, 1 horse, 2 aluminum, 1 coal, 1 marble, 1 stone).
7 happy resources (2 incense, 2 sugar, 1 ivory, 1 gems, 1 dye).
16 food resources (2 crab, 1 clam, 3 fish, 3 wheat, 2 sugar, 1 deer, 1 banana, 2 pig, 1 cow).
16 health resources (2 crab, 1 clam, 3 fish, 3 wheat, 2 sugar, 1 deer, 1 banana, 2 pig, 1 cow).

Player 5 (Start A; Bellarch; Western north)
Gilgamesh of America
146 land tiles.
(79 grass, 43 plains, 13 deserts, 11 tundra, 0 snow. 44 forests, 22 jungles, 2 flood plains, 2 oasis. 35 hills.)
3864,2 total land quality.
18,06 average land quality.
555,5 total food potential.
2,60 food per non-ocean tile.
179,0 total hammer potential.
0,84 hammers per non-ocean tile.
407,0 total commerce potential.
68 coastal tiles.
103 ocean tiles.

13 strategic resources (2 oil, 2 aluminum, 2 uranium, 1 copper, 1 ivory, 1 coal, 1 iron, 1 stone, 1 horse, 1 marble).
7 happy resources (2 gems, 1 ivory, 1 spices, 2 dye, 1 incense).
17 food resources (2 wheat, 2 fish, 3 rice, 1 banana, 1 cow, 3 deer, 2 crab, 2 clam, 1 sheep).
18 health resources (2 wheat, 2 fish, 3 rice, 1 banana, 1 cow, 1 spices, 3 deer, 2 crab, 2 clam, 1 sheep).

Player 6 (Start C; JesseL; Eastmost north)
San_martin of Germany
110 land tiles.
(70 grass, 32 plains, 8 deserts, 0 tundra, 0 snow. 30 forests, 12 jungles, 1 flood plains, 0 oasis. 27 hills.)
3181,6 total land quality.
14,87 average land quality.
554,0 total food potential.
2,59 food per non-ocean tile.
148,0 total hammer potential.
0,69 hammers per non-ocean tile.
458,0 total commerce potential.
104 coastal tiles.
113 ocean tiles.

12 strategic resources (2 oil, 1 aluminum, 2 copper, 1 horse, 1 uranium, 1 stone, 1 coal, 1 ivory, 1 marble, 1 iron).
10 happy resources (1 dye, 2 spices, 2 gems, 1 ivory, 2 silk, 2 wine).
13 food resources (2 corn, 2 fish, 2 pig, 3 clam, 1 cow, 1 wheat, 2 crab).
17 health resources (2 spices, 2 corn, 2 fish, 2 pig, 3 clam, 1 cow, 1 wheat, 2 crab, 2 wine).
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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The fishing start is really powerful now. Holy cow.
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Yeah, the starts are much more equal now, so I think I'll revert all the starting animals to cows again. I noticed that G is the only start location where the ivory is on grass; B+D have plains. I was thinking that 1f3h would be nice for them to grow while building workboats, but maybe I should leave them all at 2f2h?
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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I think either is fine.
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I think that 1f3h gives a clear best choice in which tile to work, and that's not something I like. Will convert all to grassland, and serve starts in about an hour or so.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
Reply

After some polishing and running through novice's tool a few times, I think I have a release candidate.


The excute overview of the final balance check is pretty even:
Start A (Western north): 146 land tiles; 3644,1 total land quality.
Start B (Westmost north): 108 land tiles; 3057,4 total land quality.
Start C (Eastmost north): 109 land tiles; 3161,4 total land quality.
Start D (Southwest): 116 land tiles; 3419,0 total land quality.
Start E (Southeast): 116 land tiles; 3208,7 total land quality.
Start F (Central south): 175 land tiles; 4322,7 total land quality.
Start G (Eastern north): 133 land tiles; 3127,5 total land quality.

The tool still thinks that start F will claim most of the contested lands, and I'm not quite sure why start A is rated as high as it is. The rest are within acceptable distance.




Total map unfairness (standard deviation in weighted land quality): 1093

Player 0 (Start B; JackRB; Westmost north)
Copper should lead towards A, while horses lead towards D.



Brennus of Zulu
108 land tiles.
(65 grass, 31 plains, 12 deserts, 0 tundra, 0 snow. 29 forests, 6 jungles, 4 flood plains, 1 oasis. 31 hills.)
3057,4 total land quality.
12,90 average land quality.
793,5 total food potential.
3,35 food per non-ocean tile.
149,0 total hammer potential.
0,63 hammers per non-ocean tile.
650,5 total commerce potential.
129 coastal tiles.
249 ocean tiles.

10 strategic resources (1 marble, 1 uranium, 1 aluminum, 1 iron, 1 oil, 1 ivory, 1 horse, 1 stone, 1 copper, 1 coal).
8 happy resources (1 silk, 2 sugar, 2 wine, 1 ivory, 2 gold).
18 food resources (4 fish, 2 crab, 3 cow, 1 pig, 2 sugar, 2 clam, 1 rice, 1 sheep, 1 banana, 1 corn).
20 health resources (4 fish, 2 crab, 3 cow, 1 pig, 2 sugar, 2 clam, 2 wine, 1 rice, 1 sheep, 1 banana, 1 corn).

Player 1 (Start F; Rekenner; Central south)


Copper should lead towards D while horses lead towards E.
Can potentioally border every other player in the middle, so I don't think it's unfair that they can claim a slightly larger area initially.
If needed it's possible to shrink the backlines to the south; there's a silver and game, both of which lost their resource bubble.

Louis_xiv of Spain
175 land tiles.
(101 grass, 54 plains, 13 deserts, 7 tundra, 0 snow. 58 forests, 14 jungles, 4 flood plains, 2 oasis. 43 hills.)
4322,7 total land quality.
19,83 average land quality.
499,5 total food potential.
2,29 food per non-ocean tile.
209,0 total hammer potential.
0,96 hammers per non-ocean tile.
377,5 total commerce potential.
43 coastal tiles.
61 ocean tiles.

10 strategic resources (1 copper, 1 stone, 1 marble, 1 aluminum, 1 ivory, 1 uranium, 1 iron, 1 horse, 1 coal, 1 oil).
12 happy resources (2 wine, 3 dye, 1 ivory, 2 spices, 2 silver, 2 incense).
18 food resources (4 cow, 1 wheat, 3 deer, 2 banana, 1 fish, 3 rice, 1 crab, 1 sheep, 1 corn, 1 clam).
22 health resources (2 wine, 4 cow, 1 wheat, 3 deer, 2 banana, 1 fish, 2 spices, 3 rice, 1 crab, 1 sheep, 1 corn, 1 clam).

Player 2 (Start G; Joshybravo963; Eastern north)


Copper leads to C while horses leads to A (in the south).
There's an extra landbridge to the north to widen their border exposure somewhat. I'm very happy with how this area turned out.

Hatshepsut of Mongol
133 land tiles.
(58 grass, 42 plains, 22 deserts, 11 tundra, 0 snow. 42 forests, 6 jungles, 6 flood plains, 0 oasis. 37 hills.)
3127,5 total land quality.
15,26 average land quality.
553,5 total food potential.
2,70 food per non-ocean tile.
175,0 total hammer potential.
0,85 hammers per non-ocean tile.
430,5 total commerce potential.
72 coastal tiles.
129 ocean tiles.

10 strategic resources (1 stone, 1 aluminum, 1 horse, 1 iron, 1 coal, 1 ivory, 1 copper, 1 oil, 1 uranium, 1 marble).
8 happy resources (2 sugar, 1 dye, 1 ivory, 2 gold, 2 incense).
19 food resources (4 fish, 3 deer, 4 cow, 2 sugar, 2 clam, 1 wheat, 1 banana, 1 corn, 1 crab).
19 health resources (4 fish, 3 deer, 4 cow, 2 sugar, 2 clam, 1 wheat, 1 banana, 1 corn, 1 crab).

Player 3 (Start E; Vanrober; Southeast)


Copper leads to C and horses leads to F.
This is perhaps the most cramped start, but it's also the most defensible. I think it works out OK.

Mehmed of Celt
116 land tiles.
(46 grass, 47 plains, 9 deserts, 14 tundra, 0 snow. 38 forests, 0 jungles, 1 flood plains, 0 oasis. 36 hills.)
3208,7 total land quality.
18,03 average land quality.
656,0 total food potential.
3,69 food per non-ocean tile.
171,0 total hammer potential.
0,96 hammers per non-ocean tile.
504,0 total commerce potential.
62 coastal tiles.
236 ocean tiles.

10 strategic resources (1 horse, 1 aluminum, 1 marble, 1 stone, 1 ivory, 1 oil, 1 copper, 1 uranium, 1 coal, 1 iron).
10 happy resources (2 spices, 3 silver, 2 wine, 1 ivory, 2 silk).
16 food resources (5 fish, 4 wheat, 1 sheep, 1 crab, 1 corn, 1 clam, 2 deer, 1 cow).
20 health resources (2 spices, 5 fish, 4 wheat, 1 sheep, 2 wine, 1 crab, 1 corn, 1 clam, 2 deer, 1 cow).

Player 4 (Start D; BING_XI_LAO; Southwest)


Copper leads to F and horses leads to the middle.
This is one of the starts I toned down somewhat due to balancetool feedback.

Pacal of France
116 land tiles.
(68 grass, 42 plains, 6 deserts, 0 tundra, 0 snow. 25 forests, 13 jungles, 0 flood plains, 0 oasis. 30 hills.)
3419,0 total land quality.
18,48 average land quality.
639,0 total food potential.
3,45 food per non-ocean tile.
163,0 total hammer potential.
0,88 hammers per non-ocean tile.
483,5 total commerce potential.
69 coastal tiles.
196 ocean tiles.

10 strategic resources (1 oil, 1 iron, 1 ivory, 1 horse, 1 aluminum, 1 coal, 1 uranium, 1 copper, 1 marble, 1 stone).
7 happy resources (2 incense, 2 sugar, 1 ivory, 1 gems, 1 dye).
16 food resources (2 crab, 3 clam, 3 wheat, 2 sugar, 1 deer, 1 fish, 1 banana, 2 cow, 1 sheep).
16 health resources (2 crab, 3 clam, 3 wheat, 2 sugar, 1 deer, 1 fish, 1 banana, 2 cow, 1 sheep).

Player 5 (Start A; Bellarch; Western north)


Copper leads to middle and horses to G.
This is the second strongest start according to the too, and I've spent a lot of time trying to weaken it without blowing it up. It doesn't look that much stronger than the others, as some of the backlines are pretty low quality, so I'm hesitant to alter it much more.

Gilgamesh of America
146 land tiles.
(76 grass, 45 plains, 12 deserts, 13 tundra, 0 snow. 41 forests, 28 jungles, 1 flood plains, 2 oasis. 37 hills.)
3644,1 total land quality.
17,52 average land quality.
498,5 total food potential.
2,40 food per non-ocean tile.
182,0 total hammer potential.
0,88 hammers per non-ocean tile.
361,0 total commerce potential.
62 coastal tiles.
79 ocean tiles.

10 strategic resources (1 aluminum, 1 copper, 1 ivory, 1 coal, 1 iron, 1 oil, 1 stone, 1 uranium, 1 horse, 1 marble).
7 happy resources (2 gems, 1 ivory, 1 spices, 2 dye, 1 incense).
16 food resources (2 wheat, 1 banana, 3 rice, 2 cow, 3 deer, 2 crab, 2 clam, 1 fish).
17 health resources (2 wheat, 1 banana, 3 rice, 2 cow, 1 spices, 3 deer, 2 crab, 2 clam, 1 fish).

Player 6 (Start C; JesseL; Eastmost north)


Copper leads to E and horses to G.
This start also has a pretty limited exposure towards the middle, but I think those borders will be hard fought. Pretty happy with how this one turned out.

San_martin of Germany
109 land tiles.
(69 grass, 32 plains, 8 deserts, 0 tundra, 0 snow. 30 forests, 12 jungles, 1 flood plains, 0 oasis. 28 hills.)
3161,4 total land quality.
14,84 average land quality.
553,0 total food potential.
2,60 food per non-ocean tile.
150,0 total hammer potential.
0,70 hammers per non-ocean tile.
455,5 total commerce potential.
104 coastal tiles.
113 ocean tiles.

12 strategic resources (2 oil, 1 aluminum, 2 copper, 1 horse, 1 uranium, 1 stone, 1 coal, 1 ivory, 1 marble, 1 iron).
10 happy resources (1 dye, 2 spices, 2 gems, 1 ivory, 2 silk, 2 wine).
13 food resources (2 corn, 3 fish, 2 pig, 1 cow, 1 wheat, 2 crab, 2 clam).
17 health resources (2 spices, 2 corn, 3 fish, 2 pig, 1 cow, 1 wheat, 2 crab, 2 clam, 2 wine).


Attached Files
.zip   PB61-v4.zip (Size: 13.19 KB / Downloads: 4)
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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