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[PB58 Spoilers] Sea Monsters and Other Lurking Types

It's not only 1T saved from movement. Don't forget that the worker is also done in 10 turns instead of 12.
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If you don't move the worker finishes in 11 turns.

Edit: When moving you lose out on 19 raw commerce from the lost turn and 4 more turns working the whale. If you find a combination of starting techs to make it work the faster worker movement may still be worth it but this start is tricky enough that the commerce is likely better in most situations.
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Well I'm very intrigued with the different trait valuations people have for this start.
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As puzzles go, it's...definitely novel.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I really thought they would value FIN much higher with all those lake tiles.
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I feel like I'm hurting my brain trying to think of how to not mirror stuff on a toroidal map. I think I have the main design finally sussed out after throwing out several previous versions, so hopefully can start drawing features in earnest now.
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Map Update

So we are getting there, but I made the stupid decision to hand draw the entire map and so it is taking forever. Also, I might have made this map a bit larger than intended / asked for.  At least it is easier to make things smaller than it is make them larger - or rather, I can make some areas less habitable so that they're looking at roughly the same amount of cities as asked for.

Attached is a zip of the current map, though it is not finished.  The main design and shape of the map is done.  Right now player one is the only area that I would say is close to complete, so I'm uploading here now in the hopes that people can look at that player 1 start (Hatty of Inca) and infer off the others based on that.  The map is a bit more mirrored than I would like, but at this point I want to deliver a map so I don't think I'm going back to the drawing board unless I get a resounding "This not what they asked for" from the lurker crowd.

My goals are to have more open areas than I gave for PBEM78.  I wanted to space everything out more.  I also wanted the map to be less lush and dryer than what we normally see on RB.  Every player has a sea border, a mountain border, and a flatland border with another player.  Finally, I want the map to be aesthetically nice to look at, more natural-looking.

Things still left to do:
  • Flesh out other player starts so that they are similar to player 1
  • Happiness Balancing
  • Strategic Balancing

Images around player 1 start.  Starting settler will be in the corner of every image to give you an idea of how they fit together (my image composition tool could not splice my screenshots which probably says something about how I have this too much mirrored already...)

Northeast of Start - showing the flatland connection between player 1 and player 2 to the northeast
[Image: pb58%20-%20map32%20-%20northeast.JPG?raw=1]


Southeast of Start - showing the island connection between player 1 and player 3 to the southeast
[Image: pb58%20-%20map32%20-%20southeast.JPG?raw=1]


Southwest of Start - showing the flatland connection between player 1 and player 4 to the southwest
[Image: pb58%20-%20map32%20-%20southwest.JPG?raw=1]


Northwest of Start - showing the river basin up to the mountain chain separating player 1 and player 5 to the northwest
[Image: pb58%20-%20map32%20-%20northwest.JPG?raw=1]


Attached Files
.zip   pb58_preview.zip (Size: 16.72 KB / Downloads: 1)
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(December 29th, 2020, 18:01)pindicator Wrote: Southeast of Start - showing the island connection between player 1 and player 3 to the southeast
[Image: pb58%20-%20map32%20-%20southeast.JPG?raw=1]

Just a quick input. The jungle can spread to the pig tile in aboves screenshot. You can prevent this in the following ways:

- You could change the pig into a sheep or cow.
- You could swap the horse and pig tile. Jungle cannot spread to horse resources.

EDIT: The jungle cannot spread to the copper tile in the west by the way, because copper does not allow a jungle.
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Awesome, that bit about Sheep and Cow stopping jungle growth is much appreciated Charriu
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Here an excerpt from my curious civ segment:


(September 18th, 2020, 08:52)Charriu Wrote: These bonuses allow a forest:
  • Uranium
  • Deer
  • Fur
  • Silk
  • Spices
And these bonuses allow a jungle:
  • Oil
  • Uranium
  • Banana
  • Pig
  • Rice
  • Dye
  • Gems
  • Ivory
  • Spices
  • Sugar
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