Map and other junk to follow.
[NO PLAYERS] PB25 Lurker Thread - Then Happy I, That Lurk and am Belurked
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Okay, this is a map taken from Mr Bandit's original idea, its an extensively hand-modified lakes script, with the idea being that each player should have a sphere of influence just over the water from their capital. I haven't had a lot of time to check it yet so I'd appreciate feedback on:
1. is it unfair to the players in the middle of continents, 2. is it unfair to the players on the tails of continents 3. a few of the starts (4, 5 & 9) don't have rivers - I could add them, but I thought it would be fun to give more reason to take FIN... Are they balanced? I thought the oasis tile might be enough? 4. food resources at each cap 5. happy res in each civ's sphere of influence 6. have I added enough seafood PB25 v1 map If people are happy with 3 and 4 I can try to get screenshots made this afternoon so the picking can start. BTW, 9 players is a bitch to balance ![]()
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I did a quick run through the capitals:
6 is the only one that lacks copper. 1,5 and 9 seem to be a bit underpowered in terms of the number of rivers and forests they have access too. The upper limit is start 6 with 7 forests, 7 river tiles and a 5/0/2 fish where most starts have a 5/0/0 food tile. Start 1 is just at the low end of the scale with 3 forests and 5 rivers. Start 5 didn't even get an oasis to compensate for it's non-river start. Only 4 forests. Start 9 only has 3 forests, though it only needs 1 food tech to unlock it's food and an oasis. I'm not sure what you'd want to do to fix them, could give them a clam or crab.
all: bronze at start (except 6). concern for axe rush for those who may go pottery first vs. BW first? also, no access to cheap warriors as soon as bronze is mined. possible unintended consequences with barbs, but that is the player's problem to navigate.
2 & 5 very close (10 tiles). May need more room. Arabia can be squeezed out of the cross-channel area very early by Rome who then has 18 tiles between capital with #9 (Maya). #6 (Rome) also has less competition for island immediately north of capital. #7 (Byz) will not expand early to that island. Sumeria - oil? in general, oil seems to be pretty scarce. suggest put a source fairly close to starting locations and away from contested regions. 3 corn supercity site south of German start (#3). Could be an interesting pink dot... scout vs. warrior starts? Germany started with archery?
Q1&2: I think the civs at the end of a continent and having to colonise overseas have a bit of a challenge. In particular, civs 5 and 9 look to have the worst land position to me.
Q5: Civs 2,8 and 9 might have some happy issues. Civ 2 is really bad and could definitely use an extra early resource IMO. Civ 8 depends on if he wins the race to the gold, otherwise he's very likely stuck with only 1 early happy, but has a few late options. Civ 9 also really sucks, it does have 2 early happy, but one of them is that offshore ice furs. After that, they have trouble getting anything else. Civ 9 seem to have drawn the short straw in all departments IMO. Looks like a pretty fun map for the others to play out though.
Thanks for the feedback guys:
- added copper for 6 - gave more forests to civs without river, normalized the others - added oasis to 5 - made sure every start has a 6-food, a 5-food and a 4-food - Used peaks to separate 2 & 5 - distributed oil - scout for everyone - removed Archery from everyone - removed a corn from the south of #3 - three ancient happy for each player - clump of Calender happy for each player Krills feedback was to add a lot more food and hills everywhere, which I did a bit of. But probably needs another pass Latest version - I'll post screenshots from this unless anyone spots any problems soon. Still to do - Check Coal/Aluminium/Uranium - Make Civ 5 and 9's starts better - Make sure everyone has a viable second city - Add more hills and food I've got contact between some of the civs - how do you remove that?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Last chance to stop the starting screenshots going out...
1.) German Joey 2.) HAK + Fenn 3.) Commodore + dtay 4.) RETEP, DESTROYER OF GAMES 5.) Grimace 6.) Gavagai 7.) Donovan Zoi + AdrienIer 8.) Elkad 9.) Borsche + Agent427
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Starts look okay - a bit of disparity but nothing obviously screwed up (he says, as Harry begins to post them).
The real reason I came to post, though, is to say that I love that title! Sure it's a touch late, but kudos Wetbandit, regardless ![]()
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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