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.
(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
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.
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.
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?
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.
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.
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.
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.
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.
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.