I love the settings! Basically a greener Highlands, the 1 in 10 improvements makes for a lot of interest as well as the huts, and Japan isn't screwed (fish happen a lot) although pure water civs would be. The improvements are a hoot, leading to this stuff:
(values are maxed in WB-view for Workshops, Watermills, etc)
I was wondering about bumping up the land amounts, though. Maybe just to 52x28 even; peaks and lakes are pretty worthless tiles in general, and there ain't a ton of land:
Not that I'll pitch a huge fuss if we keep it 52x24, borders are pretty easy to maintain in the PBEM34 manner even danger-close.
If only you and me and dead people know hex, then only deaf people know hex.
(August 20th, 2013, 19:56)Commodore Wrote: Merovech offered to build tomorrow, I was going to PM him but his box is full...
Hello! My inbox is no longer full. I probably should have cleaned it a while ago, to tell the truth. I'm still down to roll and balance a map, though I would need a guideline for exactly what you guys mean when you say "balance."
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
TBH, I'm not really sure what we want. I'm just trawling through map scripts right now. On the one hand some people want to play a slightly more twisted map script, on the other people want something that has a semblance of balance. I see a couple of options.
Torusworld. Before you start spitting feathers Commodore, it would be on lakes setting (15% water) and use the 12% peaks or higher (18% works fine following some tests). 32*32 for 6 players, or could change it to something like 24*44 to limit the number of neighbours each person is likely to get. Basically this is a proxy for a Highlands map. We'd need a map maker to generate maps until they found something they thought was decent though, so really I'd want Plako, Brick or someone with experience to do this.
So this, settings details finalized the page before...
(August 20th, 2013, 11:04)Krill Wrote: [Unrestricted leaders]
No Tech Trading
No Vassal States
No Events
No Espionage
Map settings:
Monarch Difficulty
Normal Speed
Toroidal wrap
Pitboss
Scattered improvements: 1 per 10 tiles (hey, some craziness)
Starting units stacked: yes (otherwise player 0 gets unstacked units but everyone else has them stacked...but the map maker can change this when placing units manually)
Width: 52 tiles
Height: 24 tiles ?(1248 tiles total)
Mountain ranges: 14%
Improvements at capital: No (easier to not make an unintentional fuck up)
So basically, toss us something where the seven are all generally spread pretty well, and caps aren't wildly imba, and strat resources are okay.
If only you and me and dead people know hex, then only deaf people know hex.
Alright. I'm going to give the lurkers at least a day to look over it, though. Is that alright?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Is "Torusworld" the same thing as Seven's "Torusland?" If so, how do I download it? Seven's link just gives me a crapton of code; am I supposed to paste that somewhere?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
"Save as...". It's a map script, and needs to be saved into your Public Maps folder with your other scripts. Then it will show up in-game. (Start BTS after you put it there.)
(August 20th, 2013, 22:13)SevenSpirits Wrote: "Save as...". It's a map script, and needs to be saved into your Public Maps folder with your other scripts. Then it will show up in-game. (Start BTS after you put it there.)
Heh, I was confused because it said "Save link as..." I'd never seen that before. It worked, though.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.