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RBP2 Lurker Discussion Thread - No Players!

Thanks for the screenshot Olo.
I knew I was off on a different tangent here.
You guys actually talked about a ringed shaped ("donut") continent on a toroidal map.
Whenever I said donut I actually meant only toroidal wrapping. That's what kept me wondering all this time about radii and inner and outer islands.
Now its clear.

Looks interesting.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Very nice idea of perfecting donut map script! Very interesting work.
I think that this map can lower the efect of quick rush. Not that food rich "inland" and toroidal high maintance cost of islands (if I understand the math of the "toroidal efect" correctly). I like it.

I am very sad, that following 10 teams would be very hard. Or are anyone of you going to lurk just one of the teams?
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Krill Wrote:I'd add in more islands in the corner bits, and make it so all of hte islands can be reached via other islands. This allows neighbours to reach the others "island" without having to go via his/her capital.

Otherwise, everything is perfect.

Great. I'll finish the fill-ins tonight (that will be ~10pm EST). After doing some initial resource balancing I'll post the map to get detailed balance feedback.
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Are Vassal States on? If Vassal States are off, that is going to make maintenance costs in the islands normal. Sullla certainly vented about why it was silly they were on with the Apolyton Demogame. And since we're forcing players to go off the main donut, it's really unfair to penalize them for doing so.
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Vassal states should indeed be off. Luckily they never voted for them...
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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Krill Wrote:Vassal states should indeed be off. Luckily they never voted for them...

They are off. The colony cost was reduced in the last patch so even if they were on I don't think it would be a huge issue (unless one team took over most of the middle).

The Great Lighthouse will be a powerful wonder -- hopefully having a fairly rich map will reduce it's dominance. Teams can keep borders selectively closed too. Any other thoughts about this wonder?
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No more powerful than in RBPB1. It's not nice but it's certainly not instawin.
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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I would be quite cautious about adding islands in the "corners". It will be relatively unfair for the teams that start close to the middle (ie straight N / E / S / W) compared to the ones that start close to the diagonals (NE / SE / SW / NW) who will be more likely to reach those island [or make sure they can be access even with closed borders).

Another option could be to put a little bit more inter-distance between Civs for the 'middle' teams than the 'diagonal' teams. It might help also considering that they have an extra potentiel ennemy closer [ie just opposite the sea]
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Jabah Wrote:I would be quite cautious about adding islands in the "corners". It will be relatively unfair for the teams that start close to the middle (ie straight N / E / S / W) compared to the ones that start close to the diagonals (NE / SE / SW / NW) who will be more likely to reach those island [or make sure they can be access even with closed borders).

I think adding a galley passage is fairly important, but the "corner islands" should probably be resource poor.

Quote:Another option could be to put a little bit more inter-distance between Civs for the 'middle' teams than the 'diagonal' teams. It might help also considering that they have an extra potentiel ennemy closer [ie just opposite the sea]

There are actually two segments that are 12 tiles (rather than 11), both between horizontal starts. Another option is to fill in the inner side of the donut on the NESW sides with an extra row or two of land tiles. I'll try that.

These are good adjustments to make, but we have very balanced map as far as land access in a typical Civ setting in concerned.
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When we're trying to decide what to do about adding 6 generic land tiles, I think we're in good shape overall on balance. This isn't OMG gold +floodplains start versus a wine and cows.

That noted, let's see how close to perfect we can get. I do agree with the resource-poor corner islands idea (even as small as 1-4 tile islands?), and maybe a few extra land tiles in the inner edge of the main donut for the compass-point civs.

Any bets on how quickly 1 player will have made the full set of contacts? I think it'll be turn 40. Winner gets...uh...a toast toast. And a hat :hat:.
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