Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
New EitB game (Big PBEM/PB)

Regarding map size, I prefer the smaller option but happy to go with the majority.
Reply

(August 9th, 2016, 13:17)Dreylin Wrote: My only concern with the settings is that the larger starting area per-player would tend to elevate EXP as a trait - and it's already a strong one - and especially since whomever does well are likely to have to absorb multiple players, I think empire size could get out of hand before a resolution is reached.

Good points regarding map size + EXP and also concerning the resolution. We want this game to end correctly and not be thrown away midway, right lol? My problem with smaller maps is that I think they will encourage very early wars when there's no other expansion options. That's not necessarily a bad thing but certain civs are way better than others when it comes to early warfare. So maybe max 200 tiles/player or even smaller would be more ideal?

(August 9th, 2016, 16:03)The Black Sword Wrote: Regarding map size, I prefer the smaller option but happy to go with the majority.

What kind of size you had in mind, just curious if you had any numbers to suggest.

(August 9th, 2016, 13:53)Bobchillingworth Wrote: I think the biggest balancing issue is going to be mana nodes. Too many per player and someone who eliminates an opponent might aquire unbeatable summons. Too few and some civs & traits are gimped.

Conquering a neighbour should come with a prize, be that more powerful summons then. But I agree that there should not be too many mana nodes per player... hard to say how many is too many. I think 2-3 per player is okay. Putting some of them on islands or something might also help.
Reply

(August 9th, 2016, 13:53)Bobchillingworth Wrote: I think the biggest balancing issue is going to be mana nodes. Too many per player and someone who eliminates an opponent might aquire unbeatable summons. Too few and some civs & traits are gimped.

So what's a correct number?
Reply

Something like 1 easily accessible, 1 which requires a little more work but should otherwise be a lock (but a risk if a player starts to lose border cities), and 1 which requires special effort (such as on an island). If you give four or more per player then people can win a peaceful victory condition without ever having to fight anyone, which would especially be an issue if each player has a generous amount of land they can naturally expand into.
Reply

put me down for ~200 or fewer land tiles per person.

(August 9th, 2016, 21:10)Bobchillingworth Wrote: Something like 1 easily accessible, 1 which requires a little more work but should otherwise be a lock (but a risk if a player starts to lose border cities), and 1 which requires special effort (such as on an island). If you give four or more per player then people can win a peaceful victory condition without ever having to fight anyone, which would especially be an issue if each player has a generous amount of land they can naturally expand into.
I like this approach

other than that, I'm happy with whatever
Reply

What about lairs/ruins or whatever? None? Lots? Little?
Reply

None. See my post #27 that has "standard" settings in spoilers. I don't see anyone disagreeing with those.
Reply

Doesn't seem to be much interest in having them present, so I think you're safe with not having any. I imagine everyone is cool with the "features" which don't produce potentially game-changing effects, such as ancient towers and, uh, not much else.


Balancing Unique Features is probably going to be too much of a headache to bother with.


I wouldn't pre-place any barbarian units either, too many ways to them to unexpectedly go wrong.


Feel free to indulge in some of the FFH-specific terrain tiles though, which the map generator won't normally place (unless using a nonstandard script), like marsh. There can be no greater virtue than improving the appearance of the minimap wink
Reply

Quote:What kind of size you had in mind, just curious if you had any numbers to suggest.

Thinking about 180 tiles per player. I like early interaction but at the same time you don't want the game ended by a copper rush.

Quote:Something like 1 easily accessible, 1 which requires a little more work but should otherwise be a lock (but a risk if a player starts to lose border cities), and 1 which requires special effort (such as on an island). If you give four or more per player then people can win a peaceful victory condition without ever having to fight anyone, which would especially be an issue if each player has a generous amount of land they can naturally expand into.

Perhaps 2.5 nodes per player, with the one special node contested between two players? Otherwise it might be possible to steal 1 special node and get your own 3 too easily. I think the main guideline for the mapmaker is to make sure that a player will have to do some fighting to get access to 4 nodes.
Reply

Alrighty then, I think I got a decent idea of what to do. I'll see if I can start on it tomorrow.
Reply



Forum Jump: