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[SPOILERS] PBEM38 Lurker's lounge

No players, please.
I have to run.
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I got the impression that the players were happy with a somewhat unbalanced map. They're not exactly micromanaging the map specification process, though. smile
I have to run.
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Beta version of the start repositioner:
http://dl.dropbox.com/u/15215428/MapEdit..._v1.08.zip
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Okay, here's the draft I and (mostly) plako are working on:
http://dl.dropbox.com/u/15215428/PBEM38/...wordWBSave

[Image: draft.PNG]

Balance report:
[Image: draft_balanced.PNG]

Total map unfairness (standard deviation in weighted land quality): 21
Player 0
Zara_yaqob of Aztec
144 land tiles.
(76 grass, 48 plains, 20 deserts, 0 tundra, 0 snow. 43 forests, 0 jungles, 10 flood plains, 1 oasis. 35 hills.)
1686.0 total land quality.
9.63 average land quality.
673.0 total food potential.
3.85 food per non-ocean tile.
185.0 total hammer potential.
1.06 hammers per non-ocean tile.
460.0 total commerce potential.
31 coastal tiles.
226 ocean tiles.

10 strategic resources (2 copper, 1 horse, 1 aluminum, 1 uranium, 1 iron, 1 coal, 1 ivory, 1 marble, 1 oil).
6 happy resources (1 silk, 2 incense, 1 ivory, 1 whale, 1 gold).
15 food resources (2 fish, 4 corn, 4 cow, 1 crab, 1 whale, 1 wheat, 1 clam, 1 rice).
14 health resources (2 fish, 4 corn, 4 cow, 1 crab, 1 wheat, 1 clam, 1 rice).

Player 1
Mansa_musa of Portugal
163 land tiles.
(82 grass, 58 plains, 22 deserts, 1 tundra, 0 snow. 49 forests, 0 jungles, 0 flood plains, 2 oasis. 26 hills.)
1703.5 total land quality.
7.67 average land quality.
1486.0 total food potential.
6.69 food per non-ocean tile.
167.0 total hammer potential.
0.75 hammers per non-ocean tile.
1077.5 total commerce potential.
59 coastal tiles.
740 ocean tiles.

11 strategic resources (2 coal, 1 aluminum, 1 copper, 1 iron, 1 uranium, 1 stone, 1 ivory, 2 oil, 1 horse).
6 happy resources (2 wine, 1 whale, 1 silk, 1 ivory, 1 gold).
16 food resources (1 crab, 2 sheep, 3 clam, 2 cow, 1 wheat, 1 whale, 4 corn, 1 pig, 1 deer).
17 health resources (1 crab, 2 sheep, 3 clam, 2 cow, 2 wine, 1 wheat, 4 corn, 1 pig, 1 deer).

Player 2
Ramesses of Ethiopia
150 land tiles.
(76 grass, 55 plains, 19 deserts, 0 tundra, 0 snow. 38 forests, 5 jungles, 7 flood plains, 0 oasis. 22 hills.)
1708.5 total land quality.
7.91 average land quality.
1746.5 total food potential.
8.09 food per non-ocean tile.
143.0 total hammer potential.
0.66 hammers per non-ocean tile.
1230.5 total commerce potential.
66 coastal tiles.
898 ocean tiles.

8 strategic resources (1 horse, 1 coal, 1 copper, 1 aluminum, 1 uranium, 2 oil, 1 iron).
5 happy resources (1 wine, 2 spices, 1 fur, 1 silver).
16 food resources (1 fish, 2 clam, 4 rice, 3 wheat, 3 pig, 1 cow, 1 banana, 1 corn).
19 health resources (1 wine, 1 fish, 2 clam, 4 rice, 3 wheat, 3 pig, 2 spices, 1 cow, 1 banana, 1 corn).

Player 3
Charlemagne of Inca
160 land tiles.
(110 grass, 42 plains, 8 deserts, 0 tundra, 0 snow. 38 forests, 33 jungles, 0 flood plains, 0 oasis. 25 hills.)
1706.0 total land quality.
7.65 average land quality.
1677.5 total food potential.
7.52 food per non-ocean tile.
145.0 total hammer potential.
0.65 hammers per non-ocean tile.
1221.0 total commerce potential.
63 coastal tiles.
844 ocean tiles.

8 strategic resources (1 coal, 1 iron, 1 oil, 1 aluminum, 2 ivory, 1 horse, 1 uranium).
7 happy resources (2 sugar, 2 ivory, 1 gems, 2 dye).
16 food resources (2 corn, 2 sugar, 4 cow, 1 pig, 3 fish, 2 rice, 2 clam).
16 health resources (2 corn, 2 sugar, 4 cow, 1 pig, 3 fish, 2 rice, 2 clam).

Player 4
Tokugawa of Mongol
157 land tiles.
(96 grass, 50 plains, 11 deserts, 0 tundra, 0 snow. 40 forests, 22 jungles, 2 flood plains, 1 oasis. 28 hills.)
1689.0 total land quality.
8.24 average land quality.
1259.5 total food potential.
6.14 food per non-ocean tile.
180.0 total hammer potential.
0.88 hammers per non-ocean tile.
903.0 total commerce potential.
48 coastal tiles.
591 ocean tiles.

16 strategic resources (2 oil, 2 copper, 2 marble, 3 uranium, 1 coal, 2 iron, 2 horse, 1 stone, 1 aluminum).
5 happy resources (1 fur, 1 whale, 1 sugar, 1 dye, 1 gems).
13 food resources (1 crab, 1 clam, 1 whale, 2 fish, 1 deer, 1 sugar, 1 wheat, 2 corn, 1 rice, 1 cow, 1 banana).
12 health resources (1 crab, 1 clam, 2 fish, 1 deer, 1 sugar, 1 wheat, 2 corn, 1 rice, 1 cow, 1 banana).

The stone/marble resources are all placed in contested areas.

I'll take a look myself at Plako's latest changes later, but I'll leave this here for feedback from interested lurkers.
I have to run.
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Pretty cool on the whole.

There is a single plains hill that aztec can settle on towards inca, with marble, gold, pig, rice, that leaves inca with only backline cities to settle, and terrible foodless jungle. Furthermore, inca lacks copper while aztecs have easy access to it. I would really not want to be inca here. I don't feel like that crappy jungle area right next to their start is being penalized enough by the balancer and something needs to be done about that, and I think they should get copper like everyone else.

[Image: notgood.jpg]
To the southwest: enemies with copper. To the southeast: tiny dead end.
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Great, keep the feedback coming.

SevenSpirits Wrote:I don't feel like that crappy jungle area right next to their start is being penalized enough by the balancer and something needs to be done about that.

Yeah... Maybe weight land quality with distance to capital?
I have to run.
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Yeah. And use the modified distance where bad terrain is more costly, if possible.
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New version. Sevenspirits comments taken into account i.e. copper added and jungle made a bit better for Inca. Maptuner considers Inca's position considerable stronger than others now.
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Couple of comments on v31:

- There's a peak in HRE's BFC. Is that on purpose to provide the somewhat surrounded civ with advanced warning?
- The single Hunting civ also starts with a deer resource. Is that intentional/fair?
- Maybe China should be given visibility on the sheep resource so they don't move away from it?

It's looking pretty good now though!
I have to run.
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novice Wrote:Couple of comments on v31:

- There's a peak in HRE's BFC. Is that on purpose to provide the somewhat surrounded civ with advanced warning?
- The single Hunting civ also starts with a deer resource. Is that intentional/fair?
- Maybe China should be given visibility on the sheep resource so they don't move away from it?

It's looking pretty good now though!

Nations were totally randomly placed. I took the list from the 1st post starting from the 1st and this was how they landed. I didn't even notice the Deer/hunting thing.

Peak is there randomly. I didn't give much thought to visibility issues in this map.

We sould give visibility to Sheep I agree. Was there a forest/hill that could be moved?
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