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EITB XLIII Mapmaking Thread (No Players)

Had a quick look. A few things that jumped out at me:


* Sidar start is much better than everyone else's. Much more capital commerce.

* Teching will be slow for everyone else except maybe the Sheaim, with no wines / dye / incense / etc. to work at the capitals. There are a lot of rivers which will help some, but in general there seems to be a ton of food everywhere but not a lot of commerce.

* Some civs have copper within one ring of their capital, others have it at three, which makes them vulnerable to a rush.
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I can ask if

Sidar has gold and cotton nearby but not a lot of rivers.
Sheiam has a lot of rivers and one cotton within 1 tile and another cotton within 6 tiles and an incense within 8 tiles
Kurio has some rivers and usable Dyes within 7 tiles. Usable Gems within 9 tiles. Wine within 7 tiles
Calabim has some rivers and Incense within 6 tiles. Usable Dyes within 8 tiles
Amurites have a lot of rivers and Sugar within 2 tiles and forest silk within 3 tiles.

I could argue that removing the forest from the silk so that it could be used for Calendar immediatelyl (assuming we don't get that random forest growing event?)

I can ask the players if we want a minimum of commerce tiles within x tiles from the capitol.
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Well the thing the about having incense or something similar present but outside of the capital's BFC is that players who have a commerce resource actually at their capital will have several more turns of being able to work it compared with someone who has to settle an expansion for it, plus they'll get a lot more benefit from running Godking, should they choose to do so.
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Oh, just saw the tech thread. Well, if they're okay with not having a commerce resource at their capitals and using rivers, then whatever. Sounds like the map is pretty much what they're asking for, although I'd still move copper a little closer for the Calabim.
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I can take another look if you want to email me a T0 Player 1 save file. Don't bother zipping it. Can also give you my blessing to use the map in the tech thread if it looks okay to me.
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I have to zip it to upload it to this forum. It won't let me upload it otherwise frown

Is there a way to delete just one unit in a stack? I have to remove these AI bonus units.
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Hence my request to email me a save instead of posting it here :P


Not sure if there's any way to delete a single unit... I don't think so? Make sure you get rid of any AI bonus techs as well.
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Updated Starting location info below with the Civs for Happy/Commerce Resources. I have not included unusuable resources (Forested or Jungled Resources. I need to think on my method to balance these out.

Player 1: Amurite

1. Deer: 10 tiles away
2. Copper: 5 tiles away
3. Horses: 5 tiles away
4. Pigs: 6 tiles away
5. Mana: 5 tiles away, 11 tiles away. Generated a Mana node 0 tiles north/south, 0 tiles left/right. 0 tiles from starting position.
6. Nearby Opponents: Kuriorates: 17 tiles , Sidar 24 tiles
7. Happy/Commerce Resources: Sugar 2 Tiles (+1C +1F +1H), Silk 3 Tiles (+3 C +1H), Beaver 5 Tiles (+3 C +1H)
8. Erased 1 Goblin fort 4 tiles to the south. This was directly in the way of their strategic resources. There is already a goblin fort to the west of them not far away.

Player 2: Calabim

1. Deer: 10 tiles away
2. Copper: 6 tiles away. Now 5 tiles away Moved 1 Tile North Closer to make them even with Volanna.
3. Horses: 7 tiles away
4. Pigs: 1 tile away
5. Mana: 12 tiles away, Added 1 mana node, 1 down and 1 right from starting position: 1 tile away, Added 1 mana node 6 south and 0 right/left from starting position: 6 tiles away
6. Nearby Opponents: Kuriorates: 15 tiles away, Sidar: 25 tiles away
7: Happy / Commerce Resources: Cotton 1 tile (+2 C +1H), Cotton 6 tiles (+2 C), Incense 8 tiles (+5 C), Dyes 8 tiles (+4 C +1H), Elephant 8 tiles (+1C +1HR +1H)
8. Erased 1 Goblin fort 4 tiles to the south. This was directly in the way of their strategic resources. There is already a goblin fort to the west of them not far away.

Player 3: Kuriorates

1. Deer: 5 tiles away
2. Copper: 2 tiles away
3. Horses: 4 tiles away
4. Pigs: 1 tile away
5. Mana: 6 tiles away, 9 tiles away, 10 tiles away
6. Nearby Opponents: Calabim 23, Sheiam: 15 tiles
7. Happy/Commerce Resources: Sugar 2 tiles (+1C +1F +1H) , Dyes 7 tiles (+4 C +1H), Reagents 10 tiles (+1 F +2 C, Wine 7 tiles (+1F +2C +1H)

Player 4: Svartalfar

1. Deer: Nowhere Close at all: Placed a Deer 5 North and 2 West of starting position
2. Copper: 8 tiles away: Moved to 5 tiles away per Bob's suggestion.
3. Horses: 5 tiles away
4. Pigs: 6 tiles away
5. Mana: 3 tiles away, 11 tiles away, 11 tiles away
6: Nearby Opponents: Sidar: 15 tiles, Kuriorates: 23
7. Happy/Commerce Resources: Dyes 8 Tiles (+4 C +1H), Reagents 6 tiles (+2 C +1 F), Incense 6 tiles (+5 C)
8. Ice nearby Svartalfar removed. Ice seemed out of place and an unnecessary negative affect for an area already lacking resources. I'd prefer to remove all ice all over the map.

Player 5: Khazad

1. Deer: Nowhere Close at all: Placed a deer 6 North and 5 West of Starting position. Changed Flood Plains to a Grassland Deer Tile. 8 tiles away.
2. Copper: 4 tiles away
3. Horses: 4 tiles away
4. Pigs: 2 tiles away
5. Mana : 5 tiles away, 7 tiles away . Added 1 mana node 3 up and 3 left of starting position: 4 tiles away
6. Nearby Opponents: Calabim: 15 tiles, Amurites: 25 tiles, Kuriorates: 21 Tiles, Sheiam: 15 tiles
7. Happy/Commerce Resources: Cotton 2 tiles (+2 C +1H), Gold 2 tiles (+6 C +1H ), Incense 5 tiles (+5 C), Wine 3 tiles (+2 C +1 F +1H), Reagents 5 tiles (+2 C +1 F)
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How do you add lairs in worldbuilder? Got it. Nvm. No. Not Nevermind. I find Goblin Forts but not Skeleton Lairs or Lizardman Lairs.
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The easiest thing it seems to me, would be to move resources closer to other civs to line them up with the Khazad. Obviously Gold's +6 commerce is better than a lot of things. We could add up the commerce and see if it mostly matches.
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