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[PB76] Map-making thread

Mmm, Donuts!

Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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In all seriousness, the idea I have in mind for this is actually a (modified) donut. It's based on an idea I had back when Noble made the PB57 map:

(December 5th, 2020, 02:56)Tarkeel Wrote: Give them a snowflake-shaped map where every capital is close together in the center, with vast backlines to settle?

The general shape is a donut, where the players start on the inner sea. Distances between capitals will be on the short side, which is why I'll place a barbarian stronghold city on the midpoints, probably defended by two longbows. This means the main expansion corridor will be towards the outer rim of the donut, and defining exactly where the midpoints are will be an issue of contention.

For the starts, I'm thinking something similar to this (note; this is a very early draft):


The archers are covering a settler each, and the worker and explorer are together on the side. Only one of the settlers can settle in place, and can claim 5f1h wheat/pigs, 5f2c fish and work a 3f1h tile on the island after border expansion. Copper might have to move to similar spot as the horse so you can't claim it without spending a turn on the move.

There are some similarities to what Lewwyn did for PB59, but I don't intend for the regions to be as clearly defined.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Beware someone settling on horses and HA rushing - IIRC capitals start at size 2.
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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You could also make the short distance also hilly and / or jungle to help slow down 2 movers.

I have two concerns. 1) the inner sea is probably pretty tight and violent. 2) how big overall is the map / how big do they want it? It is medieval start so I imagine they want it at least medium? but overall this idea seems like it will be a bigger map and want to make sure they are ok with that.
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Good point on HAs, will probably move horses somewhat inland and away from river at the very least.

Map dimensions are 40x40, and currently the map has about 120 tiles per player. That will change some and probably end up about 130-ish.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Seems like a good size.
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Here's a look at the first starting area; it's not completely done. I've unfogged what would have been visible for advanced start, but will probably narrow it down to BFC around the three starting duos.


Here's a look at the wider area; Start B has had some work but C is just pencilled in. You can see the barb cities that are on the midpoints. I think the only 6f tiles on the map will be these barbarian pigs (might change them to wet corn) and the capital fish.


For luxuries, I've been thinking one or two metals and ivory, and everyone gets four of the same "calendar" lux. I think wines, spices, sugar, silk and dyes are close enough for that purpose. Any thoughts?
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
Reply

Personal view: I'd hate this map, but that isn't relevant.

What is relevant is that they are simply incredibly close and this is a complete rush-fest. The barb cities don't actually do anything to help either, in fact they block out potential expansion locations so push players into widening their fronts making it even harder to defend the HA rush.
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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Put the barb cities on hills (and make sure to give longbows defense mission? I think I remember this is possible) and just rough up the terrain via jungle and hills for like 4-5 tiles wide around them.

Another thing that could help against HA rushes is just making the coppers flatland. Combined with your moving the horses farther away seems fine.

Just looking at islands make sure there are two ocean tiles between.
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Krill, i really appreciate that kind of feedback. Probably the only way to slow down a horse rush is to place them on the island, instead of the stone.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
Reply



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