Ok I want to make a more interesting than natural map and given it is flat I think they might be game for this. Limited amounts of ways to set up a flat 4 player map with the condition boats be useful but not needed 100%. I would probably go for a mix of donut/wheel theme. Outer sea all around, crossing points spiking in at the middle. I would add edited in 1 tile choke points with premade forts for moving between the water masses in the middle. Try and keep the distance between all 3 opponents the same roughly with a straight line to the opposite player and the land shape to the other player.
Actually really hard to make anything other than a doughnut or inland sea based on what they have asked for being flat...
Also if this is the case I will perhaps use mountained off jungle in the 4 map corners to prevent global warming causing a flat finish to the game like in pb29
(March 23rd, 2016, 07:21)ReallyEvilMuffin Wrote: Also if this is the case I will perhaps use mountained off jungle in the 4 map corners to prevent global warming causing a flat finish to the game like in pb29
How does the mountain/jungle impact global warming? What's the mechanic for that?
(March 23rd, 2016, 07:21)ReallyEvilMuffin Wrote: Also if this is the case I will perhaps use mountained off jungle in the 4 map corners to prevent global warming causing a flat finish to the game like in pb29
How does the mountain/jungle impact global warming? What's the mechanic for that?
If there is enough forest/jungle on the map there cannot be global warming, regardless of amount of nukes fired/unhealthy on map. There's a good cfc article on it. To completely block needs to be about a third of the map, but a decent coverage should minimalise this. Our way of play of full lush maps makes us hit the GW threshold through building unhealth alone quite fast.
Mountain just to seal it off. Could put some barbs in there for amusement? Perhaps a city and them grow.
Doughnut/inland sea is it, alas. I'd let them have more than one-tile access to each other overland, though. A flat map with a lot of extra junk tiles does drive the cost of expansion waaaay down:
(March 22nd, 2016, 14:35)Khan Wrote: Commodore it was indeed, but it has been edited since then (ORG discounted, IMP's cost increased etc.). We're currently working off of:
4: FIN
3: EXP, CRE, India, Inca
2: SPI, IND, ORG
1: PHI, IMP, Civs that start with Agriculture Tech
0: CHA, AGG, PRO, All other civs
I agree this is not perfect. Perhaps the lurkers/map maker(s) can make a thread, discuss what they think is best and then offer us what they feel is appropriate as a point scoring option?
I'd go:
4: FIN, EXP, India, Inca
3: IMP, CRE
2: SPI, IND,
1: PHI, ORG, Civs that start with Agriculture Tech
0: CHA, AGG, All other civs
-1: PRO
If only you and me and dead people know hex, then only deaf people know hex.
(March 23rd, 2016, 10:36)Commodore Wrote: Doughnut/inland sea is it, alas. I'd let them have more than one-tile access to each other overland, though. A flat map with a lot of extra junk tiles does drive the cost of expansion waaaay down:
(March 22nd, 2016, 14:35)Khan Wrote: Commodore it was indeed, but it has been edited since then (ORG discounted, IMP's cost increased etc.). We're currently working off of:
4: FIN
3: EXP, CRE, India, Inca
2: SPI, IND, ORG
1: PHI, IMP, Civs that start with Agriculture Tech
0: CHA, AGG, PRO, All other civs
I agree this is not perfect. Perhaps the lurkers/map maker(s) can make a thread, discuss what they think is best and then offer us what they feel is appropriate as a point scoring option?
I'd go:
4: FIN, EXP, India, Inca
3: IMP, CRE
2: SPI, IND,
1: PHI, ORG, Civs that start with Agriculture Tech
0: CHA, AGG, All other civs
-1: PRO
Oh -1 for pro is a really nice idea actually... I was gonna engineer the starts so that the agri tech isn't important and thus didn't need to be scored.
You know me - I would make agg at least level with philo, and bring down cre... And ind depends on placement of the stone and marble which I haven't really decided on. But I'll bash the map out and then can get a better idea.
They will have more than 1 tile access to their x and y neighbours but not their xy neighbour. IE all in corners.
Only other way I though of doing things is having everyone right next to each other and separated by mountains. But that would be rather awkward.
I think the greater value of IND is the reasonably priced forges. Early forges combined with BtS whips that haven't been hit with the nerf bat can see a reasonably sized army materialize quickly. The presence of stone/marble is less beneficial to IND than the absence of both. Keep this in mind when adjusting point values.
I'd avoid a gimmicky map setup with mountains. Just give them something that is more natural feeling. Everyone has a corner of their own (approximately) and then some water access to other civ areas. Some safe backline, some contested middle ground. You may also consider raising the difficulty level to increase expansion costs on the flat map. To compensate, you can add some additional luxury resources for the higher difficulty levels.
Things to note - quite rich, but it was what was asked for.
The middle zone... I tried to make it enticing but not OP if a rush settle there. So only rice/marble/silver/incense
Stone islands notionally each to one player but easily contestible.
Tried to balance for happy making it awkward to get (corners for gold, contested mid zones for gems, centre for silver/incense) split for 1 calandar happy each
Early happy is not hard hard to find but also is not too close compared to the amount of food making cha slightly better
Caps designed to no OP exp with no first ring bonus and agri with the floods deer and no AH food.
Copper no easy copper / 2 food 1st ring, but multiple options
Balanced mainly by eye, Nobles tool used but the centre region messed that up a bit. It thinks Viking are OP but I don't see that tbf
Maybe slightly too much forest for Babylon?
Slightly less land than I anticipated around the edge - as well as the GW protection, the mountain regions are there to balance the fact that other players can gain sight of all ocean around their land areas.