First, sorry for disappearing on you guys like that. Work's been crazy this week. Looking likely crazy next week too but I have a deadline of the 19th so I can at least see a light at the end of the tunnel now.
General comments on the starts:
Ref, any chance you can take some of the least important tiles (maybe 3 per start?) and designate them for turning into [plains/tundra/desert/jungle] in order to make the BFC theme match the surroundings? They all look pretty green to me.
All in all I do think they're well-balanced, though, and that's more important than thematic.
You're a little stingy with hills, but you're stingy to everyone so it's ok
.
My comments on specifics pretty much come down to two themes
- A 6 food, 0 hammer tile is generally considered more valuable than a 5-1 tile or a 4-2 tile, especially for a capital. Using the
judiciously generally lets you convert 1 food into more than 1 hammer, at least post-Granary - and your capital is the city that usually does most of the whipping. I would try to modify underlying terrain (hills, plains, etc) to make sure each player has at least one 6 food tile, even though that makes the starts a little more boring.
- A couple of the starts allow players to get all their resources if they move. We can make that fail, but I'd rather make that obviously a bad idea by rearranging resources.
(January 11th, 2018, 21:46)RefSteel Wrote: 4) One possibility is to make the areas around the grey lines much, much less attractive than the rest of the map: No (decent) coastal islands, few or no food and luxury resources, few and scattered floodplains in the desert, no forests mixed into the jungle, a bunch of hills and peaks and unlighthousable lakes, and no early strategic resources. Then they could be stuffed with late-game resources: Lots of extra coal, oil, uranium and aluminum. Sites that would never pay for themselves in the early game can become much more attractive with Bio farms and a host of previously-invisible resource tiles, especially after hitting the conqueror's plateau. The trouble with this is that some civs (especially with Fin and/or India and/or running Serfdom) may go for the jungle version of this relatively early.
I don't think it's necessary to go this far. If the pentagons are even simply noticeably richer, then everyone will tend to settle inward first. They'll have older, more productive cities, on better land, at the inner frontier than the outer frontier. Equally importantly - when considering conflict, one direction they have to travel further from their core, in order to contend over less valuable land with newer cities. They'll tend to focus on their own pentagon first. Once conflict starts, that becomes self-reinforcing - maybe someone would rather use their army on the far frontier but all their neighbors have armies in the middle.
Second...you don't want to constrain their choices too much. A nudge in the direction of a more interesting game is one thing, but ultimately we want the story of the game to be the story of the players, not the reveal of the mapmakers' cleverness. The main idea is to avoid overwhelming the players with too many threats early, but I feel like you're pushing for a definition of early that extends well into the medieval era. Also - it seems to be much less fun for the other players if they can't affect mackoti while he swallows up his pentagon, then if they can affect him but he holds them off while swallowing up his pentagon. Even if they realistically can't do much due to distance, the illusion of agency adds a lot of satisfaction.
Third - well, what exactly is the problem with letting someone get a reward for picking India or Serfdom? Particularly Serfdom - that's a legitimate strategic choice open to everyone.
Quote:Can I get some other opinions? (Whether about the mangrove lakes, Wine vs. Incense vs. Spices, seconding JR4's points, noticing other problems, or telling me to leave things as they stand?)
Wine vs. Incense vs. Spices - there's probably some imbalance there, but it'll be lost in the noise of everything else. Less significant than luck in the leader lottery, less significant than neighbors, less significant than the asymmetries required to make the map look semi-natural. I do like the idea of giving the players another reason to settle in place.
Mangrove lakes: I like them...but I would try to make sure they are second ring only. It's a really good yield pre-worker, but only mediocre compared to improved tiles, so I want to minimize the period they're the best tile.
Then again, it's a Fishing start compensator, with an otherwise landlocked start, in a game big enough that it will be hard to avoid Fishing if unlucky. So I think I'm talking myself out of that initial reaction, in the other direction - can you maybe add more of these?
I missed whether you put any strategic resources at the initial BFC; can't tell because you posted in-game screenshots instead of WB screenshots. Which, granted, is more useful for the moment, since that's what the players will need and resources can be edited later. I generally think that copper and horses should not be available at the capital but most/all of the other resources should be. By the time coal/oil/etc are unlocked, every contender should have access to them. We can do that outside the BFC, but it's easier to guarantee if we put them in the BFC's.
Other possible problems:
Start E, J: Cows aren't generally considered as good as pigs or sheep. Can we give these players a minor boost to make up for it? Maybe turn a grassland into a floodplains, or give them an extra hill or mangrove lake? Or a non-forested deer?
Start L isn't as good at pinning the player in place as others - player could move north without giving up anything but the plains hill. Maybe move the corn south by a tile or two?
Start M: Can you flatten one of the pigs? Generally a 6/0/1 tile is considered stronger than 5/1/1, especially in an early city that will be doing a lot of
- and some of the starts have 2 x 6 food tiles. 6 + 5 isn't quite as nice as 6 + 6 but some variation is good anyway.
Start P, R, S: I would turn a plains food into a grass food. Similar reasoning as M
W: Moving northeast is tempting; maybe move the cows SW across the river?
X: Flatten a pig
Y: Tempting to move north. Maybe shove the rice 1 SW, and add a mangrove lake to irrigate it?