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New Pitboss - Greens (new player / newish)

Pangea small low sea level first map I rolled gets to 131 tiles per player. Reroll until it looks even ish. Might have to move a capital. Add an island or two per player. Balance some things.

If you wanted to go deeper you could.

I did reroll and some of them end up bigger (150 tiles / player), but you could cut the islands out with water to make smaller and most pangeas are mostly solid which actually makes it "smaller" because there isn't water diluting.
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Pangaea/small does not give the required distance between players, and moving starts is not going to help because it leads to significant discrepancies with the land available per player unless I hand edit significant chunks of the map. Essentially pangaea has to have most of the map rebuilt.
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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Terra map actually will generate to your requirements, if you want that.
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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This is the 3rd map I rolled this time around. It comes in a bit large at 164 tiles per player, but you can easily cut top, bottom, and NW section. Its solid so even if its still a bit over its not going to feel it. Probably cut islands up top and add on bottom again to even out the shape. Move A bottom capital 1 tile (or move both a few to get same as top, which I would do; edit maybe move top starts closer).

[Image: cdA0Ox5.png]
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That's 11 tiles horizontal and 10 tiles vertical between players. If you guys are OK with that distance that's fine, I just need acknowledgement that is what you want.
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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As I stated in my comment I would move the capitals, change the land shape by cutting some, add islands, and balance.

We aren't playing a random game, map edits are allowed.
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I understand that, but I am not willing to make significant edits to the map, such as those. If that is what you want then I will step aside and someone else can create such a map for you.
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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i did like the settings on the highlands map you proposed, but my one concern with that is some players might end up stuck with low food regions surrounding their capitals. is that something Full of Resources would handle? if it does I would prefer to just go with that
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Yes, the full of resources map script allows me to increase the number of resources generated on the map, and then I can/will move them around.

To be clear, the Highlands maps (gloab highlands and highlands) use a slightly larger basic map size which is why they routinely provide the slightly greater distance between starts.
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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I'll reaffirm a vote for that highlands setup, then.
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