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I mean it gives whomever runs over that mini continent a pretty big advantage if they land a corp. Suddenly they can settle 15 cities that do stuff. The land is utterly worthless before then.
But ya I was thinking of sinking and then putting some islands in some blank spaces. Nothing crazy, but 2-3 small islands to fill in blank ocean spots for astronomy fighting.
Ya I have to admit I went farther and added small rivers next to the silvers. I still think they are worse than gems though.... and I'm still tempted to delete some golds in the NW, but so far I've resisted doing anything farther.
Ya when I went through double checking strategics I did this. I tried taking what I considered a light touch.
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I don't think it's all worthless. ICTR plus silver seems compelling, and they can all fish eventually. I don't feel super strongly though.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Sent map back to Q. Gave it another once over and some random tweaking especially on the lower ones. To note who players know needs reset and vision (but I think Ramk does this last automatically).
A pattern I implemented with the map is people who came in low in land quality got 2-4 island cities, but people who were higher up got 1. Again, moving / modifying islands when I could. This is obviously imperfect, but felt like best solution. I'm not sure some of these players will get to 10 cities while some might get a few more, but 8-9 should be easily doable.
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How do you remove the labels for each player ? IE 1-19. Erase mode deletes them and the units.
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Ramk has magic scripts that do this automatically so didn't bother.
A lot of players doing player analysis aren't properly accounting for if people had choice in "combo" they got. There are a couple of people going "i don't get what they were going for" and the answer is "good enough"
September 4th, 2023, 01:30
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Apologies, I've made no changes to the game settings (or looked at it since we did the starts). MJ, just checking that you put in all the options agreed by the players?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
September 4th, 2023, 21:49
(This post was last modified: September 4th, 2023, 21:49 by Mjmd.)
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I think* we should be good.
-I kind of like settling on the Cow for Donovans plan.
-Q had told me to check capitals for if people could move to a better spot, and I have to admit I didn't do this (other than Commodores start because of the mountains IN the cross, which decided to leave in for character). I also was aware Plemo could move, that wheat was supposed to go 1W not 1SW, but this was one of the ones we decided to just leave. But ya point being Migs start I almost 100% would have moved 1SW. Get 3 5f tiles, better tech requirements, and more cottagable rivers in capital.
September 5th, 2023, 05:32
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Quote: Am I crazy or do we have Unit Gifting, Vassal States, and TECH TRADING turned on? And a 330 turn limit?
MJ, could you send me the file so I can check the settings?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
September 6th, 2023, 08:16
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There is a reason I don't play these random / hut games.
If I was Commodores neighbor this would have driven me nuts.
September 6th, 2023, 09:16
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That's a mod problem.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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