September 2nd, 2019, 00:29
Posts: 1,027
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Joined: Sep 2009
Ancient is fine with me. It's the way I've voted on every other game when it was a choice, and I've skipped adv start games before, so this was a change of heart for me anyway.
Of course it could be approached from the other side. Start Ancient, but give out the classical list except for the religion ones - and I guess turn off SH/Oracle/GW/(SoZ?) - or make them 9999 hammers or something.
September 2nd, 2019, 14:56
Posts: 23,435
Threads: 132
Joined: Jun 2009
OK, sign ups are closed.
Quote:And votes:
Era: Classical: 1: GCK
Ancient: 9: superdeath, OldHarry, BAII, Dark Savant, Adler, Beardbeard, Commodore, Elkad, Krill
Events: On: 7: Commodore, superdeath, Krill, BAII, Dark Savant, GCK, Beardbeard
Off: 0:
AI diplo [game option]: On: 4: BAII, Dark Savant, Adler, GCK
Off: 0
So its ancient era, and almost certain to be events onm (just need a couple of abstentions or votes for events on) but most people have not commented on using the actual AI diplo game option (as opposed to the original AI diplo).
There is enough here for TBS to start on the map generation, but we still need everyone else to actually vote for the other game options.
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
September 2nd, 2019, 15:00
Posts: 8,617
Threads: 92
Joined: Oct 2017
Put me in for ai diplo.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
September 2nd, 2019, 15:56
Posts: 8,784
Threads: 40
Joined: Aug 2012
Yes to events and AI diplo.
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
September 3rd, 2019, 06:09
(This post was last modified: September 3rd, 2019, 07:45 by Krill.)
Posts: 23,435
Threads: 132
Joined: Jun 2009
I am posting the map script with an updated map settings file here.
The settings file has been set up to make the map generation as easy as possible. It does not guarantee a "balanced". What it does give a good chance of, is a quickly generated map that looks great and provides a good starting point for map balancing (as opposed to the base script where 1/100 are viable maps, about 4/5 are sound with these settings). I do believe, after generating a few dozen map scripts, that these settings eliminates the Lewwyn effect of resource deserts.
This is what I want: TBS, could you please use these map settings as the basis for your map generation. If you choose to change these settings, because you think it is necessary to provide a better map, that is your decision, and you do not need to tell the players.
However, there are certain things you will need to check and amend on the map before it is ready (ie, these are changes I am asking you to make if you use the map settings provided)
- Please balance the starts. Standard expectations for an RB game, make the food fair, give every one two hammer starts. Not all starts are given fresh water either, and this will need to be added to the list. The map generator does not balance the starts beyond ensuring they all have a set number of food resources.
- Please check happiness resources. The map settings are set to ensure that players do have pre-calendar happy nearer to them than other players, but the distance, presence of jungle etc is not accounted for in the map generator. Please ensure that players are not screwed over (ie happy is under jungle, or really far away).
- Please ensure that coastal routes wrap around the Y axis.
- Standard RB strategic resource balance please.
Other than that, thank you for your offer to make the map for us. I look forward to playing on it (although I'm not promising to whine at some point in the future!)
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
September 3rd, 2019, 07:38
Posts: 17,862
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Joined: May 2011
Also please balance strategic resources?
Consider this another AI diplo vote if you still need it.
September 3rd, 2019, 07:46
Posts: 23,435
Threads: 132
Joined: Jun 2009
Added. My fault for missing that. The settings file should do most of the work for that but it always need checking.
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
September 3rd, 2019, 09:27
Posts: 3,885
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Joined: Apr 2013
Got it.
Quote:Please ensure that coastal routes wrap around the Y axis.
By this do you mean no astro/caravels necessary for circumnavigation?
September 3rd, 2019, 10:24
Posts: 77
Threads: 1
Joined: Apr 2019
Events also fine with me.
September 3rd, 2019, 10:49
Posts: 23,435
Threads: 132
Joined: Jun 2009
(September 3rd, 2019, 09:27)The Black Sword Wrote: Got it.
Quote:Please ensure that coastal routes wrap around the Y axis.
By this do you mean no astro/caravels necessary for circumnavigation?
Yeah. You will likely have to add in islands or extend continents. The new ocean move rules will make the ocean boundary on the side of the map act as an extra crumple zone for the edge civs. Sorry, but hand building in that narrow strip is the only way.
Consider it a challenge to match it up with the rest of the map?
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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