My thoughts:
Although huts are the main incentive to spend hammers on scouts in the early game. To me, they don't seem so problematic in most cases, FFH XX beng an exception. Maybe we should just leave them on and ban the Clan, and not have to worry about the forts either?
I've got no problem with removing Tower as a victory condition. I'd prefer this to limiting the number of nodes, or placing restrictions on how
the Tower of Divination / Grimoire can be used.
I'll let the other players weigh in on this; I guess I'd prefer to be surprised.
I'd prefer something natural-looking, though, with a variety of terrains and at least a few rivers .
I'd prefer not to have more than one copy of each unique feature. Especially in a roleplay game; makes them feel less unique. No problem omitting some of them, but I think it would be more fun to have them out there, for us to fight over in the later game.
Speaking of bans, we should decide on a few. I think EitB does a good job of fixing the broken leaders with the exception of Keelyn, and Stasis is no fun in a multiplayer game. So I'd say we should at least ban those two (people can play Auric if they want, but with no worldspell). We could also consider a ban on the Clan for map balance reasons. I don't think the Lanun need a ban, unless the map is extremely water-heavy.
Mist Wrote:Huts are no fun when one of the six players pulls half a dozen of early techs, consider having them off or at least garrisoned.
Goblin forts can seriously break a game with clan present and are generally part of the strength of Barbarian trait. Decide if you want them present, and keep the fact in mind while picking civs.
Although huts are the main incentive to spend hammers on scouts in the early game. To me, they don't seem so problematic in most cases, FFH XX beng an exception. Maybe we should just leave them on and ban the Clan, and not have to worry about the forts either?
Quote:On a typical run-of-the-mill map, Tower is both fastest and easiest to reach victory condition. Do you want it to be harder to reach and if yes, by how much.
I've got no problem with removing Tower as a victory condition. I'd prefer this to limiting the number of nodes, or placing restrictions on how
the Tower of Divination / Grimoire can be used.
Quote:Difficulty, World Size and World Wrap influence tech rate and maintenance. How fast do you want to tech and expand? Fast teching seriously weakens civs that are strong early.
Do you want a lush, resource rich map, a barren, resource-poor one or some sort of a mix?
How cutthroat do you want the early game to be? Players spaced far apart or in knife-fight distances?
I'll let the other players weigh in on this; I guess I'd prefer to be surprised.
I'd prefer something natural-looking, though, with a variety of terrains and at least a few rivers .
Quote:There's very few interesting ways of placing Unique Features that don't break a MP map. Some of them have little use outside aesthetic ( Maelstorm ). Do you mind not having all of them present / having more than one copy of others?
I'd prefer not to have more than one copy of each unique feature. Especially in a roleplay game; makes them feel less unique. No problem omitting some of them, but I think it would be more fun to have them out there, for us to fight over in the later game.
Speaking of bans, we should decide on a few. I think EitB does a good job of fixing the broken leaders with the exception of Keelyn, and Stasis is no fun in a multiplayer game. So I'd say we should at least ban those two (people can play Auric if they want, but with no worldspell). We could also consider a ban on the Clan for map balance reasons. I don't think the Lanun need a ban, unless the map is extremely water-heavy.