Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] PB6 Map thread

plako Wrote:I won't put all units on same plot so they'll see most of the relevant resources right away.
Alternatively, you could also just manually reveal a certain radius of tiles around each player's start. Whatever works though. smile

plako Wrote:Concerning Team Spulla and Team Kuro starts. There is no diagonal option since I've shifted nations in the south 21 tiles. Everyone has easy access to other nations.
Makes sense.

plako Wrote:Yeah. I'll try to get it ready enough this evening (~12h).
Okay, cool. smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Here is the current version of the save.
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I tried to analyze balance with Novice's tool, but it didn't go fully through (Index was out of range...). Here is what I got from it:

Player 0
Suleiman of Holy_roman
278 land tiles.
(92 grass, 85 plains, 39 deserts, 32 tundra, 30 snow. 58 forests, 3 jungles, 11 flood plains, 1 oasis. 107 hills.)
477 total food potential.
1,20 food per non-ocean tile.
478 total hammer potential.
1,20 hammers per non-ocean tile.
120 coastal tiles.
9 ocean tiles.

15 strategic resources (5 iron, 3 horse, 3 aluminum, 1 coal, 1 uranium, 1 copper, 1 oil).
6 happy resources (2 silver, 2 whale, 1 silk, 1 gems).
23 food resources (4 crab, 4 cow, 4 deer, 2 whale, 2 pig, 3 fish, 1 rice, 2 wheat, 1 corn).
21 health resources (4 crab, 4 cow, 4 deer, 2 pig, 3 fish, 1 rice, 2 wheat, 1 corn).

Player 1
De_gaulle of Arabia
162 land tiles.
(110 grass, 48 plains, 4 deserts, 0 tundra, 0 snow. 24 forests, 44 jungles, 2 flood plains, 0 oasis. 65 hills.)
348 total food potential.
1,57 food per non-ocean tile.
291 total hammer potential.
1,32 hammers per non-ocean tile.
59 coastal tiles.
7 ocean tiles.

9 strategic resources (1 stone, 2 horse, 1 coal, 1 copper, 1 uranium, 1 aluminum, 1 oil, 1 iron).
11 happy resources (3 gems, 3 spices, 5 sugar).
16 food resources (3 crab, 1 banana, 4 rice, 1 corn, 5 sugar, 1 cow, 1 wheat).
19 health resources (3 crab, 1 banana, 3 spices, 4 rice, 1 corn, 5 sugar, 1 cow, 1 wheat).

Player 2
Gandhi of Inca
208 land tiles.
(60 grass, 50 plains, 28 deserts, 35 tundra, 35 snow. 47 forests, 0 jungles, 6 flood plains, 0 oasis. 86 hills.)
334 total food potential.
1,12 food per non-ocean tile.
348 total hammer potential.
1,17 hammers per non-ocean tile.
90 coastal tiles.
6 ocean tiles.

11 strategic resources (2 marble, 2 horse, 1 oil, 2 iron, 1 coal, 1 copper, 1 aluminum, 1 uranium).
8 happy resources (3 fur, 2 incense, 1 wine, 1 silk, 1 gold).
18 food resources (6 crab, 1 corn, 5 cow, 5 fish, 1 deer).
19 health resources (6 crab, 1 corn, 5 cow, 5 fish, 1 wine, 1 deer).

Player 3
Elizabeth of Babylon
277 land tiles.
(94 grass, 87 plains, 37 deserts, 31 tundra, 28 snow. 58 forests, 5 jungles, 11 flood plains, 1 oasis. 102 hills.)
489 total food potential.
1,21 food per non-ocean tile.
465 total hammer potential.
1,15 hammers per non-ocean tile.
127 coastal tiles.
7 ocean tiles.

15 strategic resources (3 aluminum, 4 iron, 1 oil, 1 copper, 1 uranium, 2 coal, 3 horse).
5 happy resources (1 silk, 2 silver, 2 whale).
23 food resources (3 fish, 4 cow, 5 crab, 2 pig, 4 deer, 2 wheat, 2 whale, 1 rice).
21 health resources (3 fish, 4 cow, 5 crab, 2 pig, 4 deer, 2 wheat, 1 rice).

Player 4
None of None
145 land tiles.
(105 grass, 33 plains, 7 deserts, 0 tundra, 0 snow. 19 forests, 44 jungles, 2 flood plains, 0 oasis. 65 hills.)
299 total food potential.
1,53 food per non-ocean tile.
272 total hammer potential.
1,39 hammers per non-ocean tile.
50 coastal tiles.
6 ocean tiles.

9 strategic resources (1 oil, 1 iron, 1 aluminum, 2 horse, 1 uranium, 1 copper, 1 coal, 1 stone).
11 happy resources (5 sugar, 3 dye, 3 gems).
14 food resources (5 sugar, 1 cow, 2 rice, 3 crab, 2 corn, 1 banana).
14 health resources (5 sugar, 1 cow, 2 rice, 3 crab, 2 corn, 1 banana).

Player 5
None of None
199 land tiles.
(58 grass, 52 plains, 22 deserts, 35 tundra, 32 snow. 43 forests, 0 jungles, 4 flood plains, 0 oasis. 82 hills.)
324 total food potential.
1,14 food per non-ocean tile.
343 total hammer potential.
1,21 hammers per non-ocean tile.
85 coastal tiles.
6 ocean tiles.

12 strategic resources (3 iron, 1 uranium, 2 marble, 1 aluminum, 1 copper, 2 horse, 1 coal, 1 oil).
8 happy resources (1 gold, 1 silk, 2 incense, 1 wine, 3 fur).
19 food resources (1 sheep, 1 wheat, 5 fish, 6 crab, 4 cow, 1 deer, 1 corn).
20 health resources (1 sheep, 1 wheat, 5 fish, 6 crab, 4 cow, 1 deer, 1 wine, 1 corn).

Player 6
None of None
336 land tiles.
(135 grass, 95 plains, 43 deserts, 33 tundra, 30 snow. 64 forests, 33 jungles, 11 flood plains, 1 oasis. 120 hills.)
655 total food potential.
1,29 food per non-ocean tile.
530 total hammer potential.
1,05 hammers per non-ocean tile.
170 coastal tiles.
10 ocean tiles.

17 strategic resources (5 iron, 2 oil, 3 aluminum, 1 copper, 2 coal, 1 uranium, 3 horse).
9 happy resources (1 gems, 1 silk, 2 silver, 2 whale, 3 wine).
32 food resources (1 corn, 3 sheep, 6 crab, 4 deer, 2 pig, 3 rice, 2 wheat, 1 cow, 2 whale, 5 fish, 3 clam).
33 health resources (1 corn, 3 sheep, 6 crab, 4 deer, 2 pig, 3 rice, 2 wheat, 1 cow, 5 fish, 3 wine, 3 clam).

Player 7
None of None
165 land tiles.
(117 grass, 39 plains, 9 deserts, 0 tundra, 0 snow. 23 forests, 51 jungles, 2 flood plains, 0 oasis. 58 hills.)
426 total food potential.
1,64 food per non-ocean tile.
258 total hammer potential.
0,99 hammers per non-ocean tile.
95 coastal tiles.
8 ocean tiles.

10 strategic resources (2 oil, 1 iron, 1 aluminum, 2 horse, 1 copper, 1 uranium, 1 coal, 1 stone).
12 happy resources (2 gems, 5 sugar, 3 spices, 2 wine).
22 food resources (3 clam, 4 fish, 5 rice, 5 sugar, 1 sheep, 2 crab, 1 corn, 1 banana).
27 health resources (3 clam, 4 fish, 5 rice, 5 sugar, 1 sheep, 2 crab, 3 spices, 1 corn, 2 wine, 1 banana).

Player 8
None of None
190 land tiles.
(60 grass, 51 plains, 15 deserts, 33 tundra, 31 snow. 41 forests, 0 jungles, 0 flood plains, 0 oasis. 76 hills.)
315 total food potential.
1,17 food per non-ocean tile.
314 total hammer potential.
1,16 hammers per non-ocean tile.
80 coastal tiles.
7 ocean tiles.

11 strategic resources (2 iron, 1 aluminum, 2 marble, 1 uranium, 1 copper, 2 horse, 1 coal, 1 oil).
8 happy resources (1 silk, 1 gold, 2 incense, 1 wine, 3 fur).
19 food resources (1 wheat, 5 sheep, 5 fish, 6 crab, 1 deer, 1 corn).
20 health resources (1 wheat, 5 sheep, 5 fish, 6 crab, 1 deer, 1 wine, 1 corn).

Player 9
None of None
307 land tiles.
(122 grass, 85 plains, 36 deserts, 33 tundra, 31 snow. 61 forests, 25 jungles, 11 flood plains, 1 oasis. 109 hills.)
567 total food potential.
1,25 food per non-ocean tile.
482 total hammer potential.
1,06 hammers per non-ocean tile.
147 coastal tiles.
8 ocean tiles.

15 strategic resources (4 iron, 3 horse, 2 oil, 2 coal, 2 aluminum, 1 uranium, 1 copper).
7 happy resources (1 wine, 2 silver, 2 whale, 1 silk, 1 gems).
25 food resources (1 clam, 3 sheep, 4 crab, 4 deer, 2 whale, 3 rice, 2 fish, 2 pig, 2 wheat, 1 cow, 1 corn).
24 health resources (1 clam, 3 sheep, 1 wine, 4 crab, 4 deer, 3 rice, 2 fish, 2 pig, 2 wheat, 1 cow, 1 corn).
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Starting positions for team S:


[Image: civ4screenshot1401.jpg]

[Image: civ4screenshot1402.jpg]

[Image: civ4screenshot1403.jpg]
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plako Wrote:Here is the current version of the save.
Thanks, will take a look at it and post some feedback when I can.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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plako Wrote:I tried to analyze balance with Novice's tool, but it didn't go fully through (Index was out of range...).

The tool doesn't handle teams correctly. If you have each player on a separate team the tool should be able to analyze the map.
I have to run.
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Some initial thoughts. Bear in mind that I think the map as a whole looks good, and these are mostly minor issues. Figured I'd let you know about them anyway though. smile

- The "1" spots for each team are quite far apart compared to the "2" and "3" spots. This may have been intentional in the design... but be aware that it will have the effect of isolating the "1" players on each team a bit relative to their teammates. If the "1" player isn't particularly strong on their own, this could leave them relatively vulnerable. I'd be inclined to shift the "1" players a bit closer to their teammates if only to allow for a bit more teamwork, but up to you. Exact distances:

Code:
Spot 2->3
Team 1: minimum 10 tiles
Team 2: minimum 10 tiles
Team 3: minimum 11 tiles
Team 4: minimum 10 tiles

Spot 1->2
Team 1: minimum 16 tiles
Team 2: minimum 16 tiles
Team 3: minimum 15 tiles
Team 4: minimum 16 tiles

Spot 1->3
Team 1: minimum 22 tiles
Team 2: minimum 22 tiles
Team 3: minimum 22 tiles
Team 4: minimum 25 tiles (!!!)

- The above also revealed that Team 4 has a critical defect where peaks and a slightly different land layout make it impossible for players 1 and 3 to travel to each other directly by land in less than ~30 tiles (!!!). This effectively forces the shortest route between players 1 and 3 to be through player 2, which isn't the case for any other team. This definitely needs to be fixed; two teammates being so isolated from one another definitely shouldn't be happening, especially when it's not the case for any other team. (And especially when it's for "Team Reject" - they need no further handicaps against them! lol )

- Also for each team, from 2->3 there are 2-3 chokepoints (all within likely capital borders), while from 1->2 there are 4 chokepoints (most outside likely early borders) and from 1->3 - ignoring team 4 - there are 11 chokepoints (all outside likely early borders). This may further increase the difficulty that the "2" and "3" players on each team have in assisting their "1" teammate.

- The "1-2" and "2-2" spots are extremely close (only 12 tiles apart by land!), much closer than any other spots. This should probably be changed, since otherwise the first two teams are going to be pushed a lot harder towards war than the last two. It appears to be an issue with the mirroring of the starts... a translation rather than direct mirroring might have been better in retrospect, but never mind. For the record, the full list of minimum distances between each team:

Code:
Team 1
->2: Minimum 12 tiles (1-2 to 2-2)
->3: Minimum 15 tiles (1-3 to 3-3)
->4: Minimum 17 tiles (1-1 to 4-2)

Team 2
->1: Minimum 12 tiles (2-2 to 1-2)
->3: Minimum 18 tiles (2-1 to 3-2)
->4: Minimum 15 tiles (2-3 to 4-3)

Team 3
->1: Minimum 15 tiles (3-3 to 1-3)
->2: Minimum 18 tiles (3-2 to 2-1)
->4: Minimum 21 tiles (3-2 to 4-1)

Team 4
->1: Minimum 17 tiles (4-2 to 1-1)
->2: Minimum 15 tiles (4-3 to 2-3)
->3: Minimum 21 tiles (4-1 to 3-2)

- Looking at that, teams 3 and 4 definitely have a bit more leg room before they start running into other teams compared to teams 1 and 2, so you might want to adjust that a bit.

- Another issue is that 3-1 in particular is a bit too isolated relative to everyone else. You can see this from the fact that he's the only one without a mention in the table above, or from just looking at the map. Right now he has just a little bit too much of the map to himself IMHO. Also, 4-1 seems to have a similar issue, with a little more leg room than most others.

- I presume that was intentional with you swapping the Sheep/Cows in some places. All seems fairly balanced, so no real issue.

- Regarding early strategic resources, these look pretty good overall. Seems you were pretty liberal with their placement... in most cases there's >1 source per person. One thing I noted was that the "3" players might have a little trouble holding onto their Iron sources early in the game, as they're fairly out in the open (whereas everyone elses' sources are fairly backline). However, they each have easy Copper and can always get Iron from their teammates later, so maybe this isn't a problem.

- The later strategic resources also seem pretty good. Only one minor issue with the Oil distribution... I think the only easy sources for 1-2 and 2-2 are a bit too precariously placed between them. (Mostly an issue due to the extreme closeness of their starts.) Anyway, I'd move these Oil sources closer towards the respective players just to ensure one of them doesn't unreasonably end up struggling for Oil when/if the time comes.

- The "2" players seem to get the short end of the stick, at least compared to the mega-awesome starts for the "1" and "3" players. Perhaps add a few more hills around the "2" player start locations? That would probably do the trick... they seem a bit production-lite otherwise (especially if moved to the otherwise obvious triple food + plains hill spots).

Okay, that went on for a bit longer than I anticipated, but I hope it was helpful. I want to reiterate that on the whole the map looks good, and most of this stuff is just me nitpicking. Nice job, Plako. smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Thank you for the comments LP. I think I won't touch the distances ínside the team. However I probably need to reconsider, if it was worth it to move nations in the south 21 tiles. Maybe some other swap e.g. 10 would be better to keep the north-south balance so that I wouldn't need to try to do a lot of other balancing. I'll think about this.
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I moved the southern half 5 tiles west + some other balance modifications and I think the balance starts to be good enough. New map is attached here.

I also run this through Novice's tool with following results:

[Image: pb6maptuner.jpg]

Player 0
Suleiman of Holy_roman
290 land tiles.
(99 grass, 90 plains, 39 deserts, 32 tundra, 30 snow. 59 forests, 5 jungles, 11 flood plains, 1 oasis. 109 hills.)
519 total food potential.
1,22 food per non-ocean tile.
491 total hammer potential.
1,16 hammers per non-ocean tile.
134 coastal tiles.
12 ocean tiles.

16 strategic resources (5 iron, 3 horse, 2 coal, 3 aluminum, 1 uranium, 1 copper, 1 oil).
5 happy resources (2 silver, 2 whale, 1 silk).
25 food resources (5 crab, 1 clam, 4 cow, 4 deer, 2 whale, 2 pig, 3 fish, 1 rice, 2 wheat, 1 corn).
23 health resources (5 crab, 1 clam, 4 cow, 4 deer, 2 pig, 3 fish, 1 rice, 2 wheat, 1 corn).
Player 1
Saladin of Aztec
159 land tiles.
(106 grass, 49 plains, 4 deserts, 0 tundra, 0 snow. 24 forests, 41 jungles, 2 flood plains, 0 oasis. 65 hills.)
323 total food potential.
1,52 food per non-ocean tile.
292 total hammer potential.
1,38 hammers per non-ocean tile.
53 coastal tiles.
7 ocean tiles.

9 strategic resources (1 stone, 2 horse, 1 coal, 1 copper, 1 uranium, 1 aluminum, 1 oil, 1 iron).
10 happy resources (3 gems, 3 spices, 4 sugar).
16 food resources (3 crab, 1 banana, 4 rice, 2 wheat, 1 corn, 4 sugar, 1 cow).
19 health resources (3 crab, 1 banana, 4 rice, 3 spices, 2 wheat, 1 corn, 4 sugar, 1 cow).
Player 2
Shaka of America
208 land tiles.
(60 grass, 50 plains, 28 deserts, 35 tundra, 35 snow. 47 forests, 0 jungles, 6 flood plains, 0 oasis. 86 hills.)
334 total food potential.
1,12 food per non-ocean tile.
348 total hammer potential.
1,17 hammers per non-ocean tile.
90 coastal tiles.
6 ocean tiles.

11 strategic resources (2 marble, 2 horse, 1 oil, 2 iron, 1 coal, 1 copper, 1 aluminum, 1 uranium).
8 happy resources (3 fur, 2 incense, 1 wine, 1 silk, 1 gold).
18 food resources (6 crab, 1 corn, 5 cow, 5 fish, 1 deer).
19 health resources (6 crab, 1 corn, 5 cow, 5 fish, 1 wine, 1 deer).
Player 3
De_gaulle of Arabia
302 land tiles.
(110 grass, 92 plains, 41 deserts, 31 tundra, 28 snow. 59 forests, 8 jungles, 11 flood plains, 1 oasis. 106 hills.)
568 total food potential.
1,27 food per non-ocean tile.
482 total hammer potential.
1,08 hammers per non-ocean tile.
146 coastal tiles.
6 ocean tiles.

15 strategic resources (3 aluminum, 4 iron, 1 oil, 1 copper, 1 uranium, 2 coal, 3 horse).
7 happy resources (1 silk, 2 silver, 2 whale, 2 wine).
29 food resources (3 clam, 5 fish, 4 cow, 5 crab, 2 pig, 4 deer, 2 wheat, 2 whale, 2 rice).
29 health resources (3 clam, 5 fish, 4 cow, 5 crab, 2 pig, 4 deer, 2 wheat, 2 rice, 2 wine).
Player 4
Bismarck of Byzantium
159 land tiles.
(112 grass, 40 plains, 7 deserts, 0 tundra, 0 snow. 22 forests, 45 jungles, 2 flood plains, 0 oasis. 65 hills.)
330 total food potential.
1,55 food per non-ocean tile.
282 total hammer potential.
1,32 hammers per non-ocean tile.
54 coastal tiles.
3 ocean tiles.

9 strategic resources (1 oil, 1 iron, 1 aluminum, 2 horse, 1 uranium, 1 copper, 1 coal, 1 stone).
12 happy resources (6 sugar, 3 gems, 3 dye).
19 food resources (6 sugar, 1 cow, 4 rice, 3 crab, 2 wheat, 2 corn, 1 banana).
19 health resources (6 sugar, 1 cow, 4 rice, 3 crab, 2 wheat, 2 corn, 1 banana).
Player 5
Catherine of Netherlands
198 land tiles.
(58 grass, 51 plains, 22 deserts, 35 tundra, 32 snow. 43 forests, 0 jungles, 4 flood plains, 0 oasis. 82 hills.)
319 total food potential.
1,13 food per non-ocean tile.
342 total hammer potential.
1,21 hammers per non-ocean tile.
85 coastal tiles.
6 ocean tiles.

12 strategic resources (3 iron, 1 uranium, 2 marble, 1 aluminum, 1 copper, 2 horse, 1 coal, 1 oil).
8 happy resources (1 gold, 1 silk, 2 incense, 1 wine, 3 fur).
18 food resources (1 sheep, 5 fish, 6 crab, 4 cow, 1 deer, 1 corn).
19 health resources (1 sheep, 5 fish, 6 crab, 4 cow, 1 deer, 1 wine, 1 corn).
Player 6
Gandhi of Inca
338 land tiles.
(137 grass, 95 plains, 43 deserts, 33 tundra, 30 snow. 64 forests, 34 jungles, 11 flood plains, 1 oasis. 120 hills.)
666 total food potential.
1,29 food per non-ocean tile.
530 total hammer potential.
1,03 hammers per non-ocean tile.
177 coastal tiles.
12 ocean tiles.

17 strategic resources (1 copper, 2 coal, 1 uranium, 5 iron, 3 horse, 3 aluminum, 2 oil).
9 happy resources (1 silk, 2 silver, 2 whale, 3 wine, 1 gems).
32 food resources (6 crab, 3 rice, 4 deer, 2 wheat, 1 cow, 2 whale, 5 fish, 2 pig, 3 sheep, 3 clam, 1 corn).
33 health resources (6 crab, 3 rice, 4 deer, 2 wheat, 1 cow, 5 fish, 2 pig, 3 sheep, 3 wine, 3 clam, 1 corn).
Player 7
Isabella of Carthage
141 land tiles.
(104 grass, 32 plains, 5 deserts, 0 tundra, 0 snow. 19 forests, 46 jungles, 2 flood plains, 0 oasis. 56 hills.)
337 total food potential.
1,57 food per non-ocean tile.
242 total hammer potential.
1,13 hammers per non-ocean tile.
74 coastal tiles.
7 ocean tiles.

10 strategic resources (1 iron, 1 aluminum, 2 oil, 2 horse, 1 copper, 1 uranium, 1 coal, 1 stone).
10 happy resources (5 sugar, 2 gems, 3 spices).
14 food resources (5 sugar, 3 rice, 1 sheep, 2 crab, 1 corn, 1 banana, 1 fish).
17 health resources (5 sugar, 3 rice, 1 sheep, 2 crab, 3 spices, 1 corn, 1 banana, 1 fish).
Player 8
Tokugawa of Japan
185 land tiles.
(58 grass, 48 plains, 15 deserts, 33 tundra, 31 snow. 41 forests, 0 jungles, 0 flood plains, 0 oasis. 74 hills.)
306 total food potential.
1,16 food per non-ocean tile.
305 total hammer potential.
1,16 hammers per non-ocean tile.
79 coastal tiles.
7 ocean tiles.

11 strategic resources (2 iron, 1 aluminum, 2 marble, 1 uranium, 1 copper, 2 horse, 1 coal, 1 oil).
8 happy resources (1 silk, 1 gold, 2 incense, 1 wine, 3 fur).
18 food resources (5 sheep, 5 fish, 6 crab, 1 deer, 1 corn).
19 health resources (5 sheep, 5 fish, 6 crab, 1 deer, 1 wine, 1 corn).
Player 9
Elizabeth of Babylon
304 land tiles.
(120 grass, 84 plains, 36 deserts, 33 tundra, 31 snow. 61 forests, 23 jungles, 11 flood plains, 1 oasis. 109 hills.)
579 total food potential.
1,27 food per non-ocean tile.
481 total hammer potential.
1,05 hammers per non-ocean tile.
153 coastal tiles.
11 ocean tiles.

15 strategic resources (2 oil, 4 iron, 3 horse, 2 coal, 2 aluminum, 1 uranium, 1 copper).
7 happy resources (1 wine, 2 silver, 2 whale, 1 silk, 1 gems).
27 food resources (1 clam, 3 sheep, 4 fish, 4 crab, 4 deer, 2 whale, 3 rice, 2 pig, 2 wheat, 1 cow, 1 corn).
26 health resources (1 clam, 3 sheep, 4 fish, 1 wine, 4 crab, 4 deer, 3 rice, 2 pig, 2 wheat, 1 cow, 1 corn).
Player 10
Napoleon of India
174 land tiles.
(115 grass, 48 plains, 11 deserts, 0 tundra, 0 snow. 25 forests, 52 jungles, 2 flood plains, 0 oasis. 69 hills.)
400 total food potential.
1,54 food per non-ocean tile.
306 total hammer potential.
1,18 hammers per non-ocean tile.
86 coastal tiles.
9 ocean tiles.

12 strategic resources (2 iron, 2 aluminum, 2 horse, 1 stone, 1 coal, 1 uranium, 1 copper, 2 oil).
11 happy resources (3 dye, 2 gems, 5 sugar, 1 gold).
19 food resources (5 crab, 2 fish, 1 banana, 4 rice, 1 corn, 1 sheep, 5 sugar).
19 health resources (5 crab, 2 fish, 1 banana, 4 rice, 1 corn, 1 sheep, 5 sugar).
Player 11
Ragnar of Zulu
196 land tiles.
(58 grass, 49 plains, 19 deserts, 35 tundra, 35 snow. 46 forests, 0 jungles, 1 flood plains, 0 oasis. 83 hills.)
312 total food potential.
1,10 food per non-ocean tile.
331 total hammer potential.
1,17 hammers per non-ocean tile.
87 coastal tiles.
7 ocean tiles.

11 strategic resources (2 marble, 2 horse, 1 oil, 2 iron, 1 coal, 1 copper, 1 uranium, 1 aluminum).
7 happy resources (2 incense, 3 fur, 1 wine, 1 silk).
17 food resources (5 crab, 5 sheep, 1 corn, 5 fish, 1 deer).
18 health resources (5 crab, 5 sheep, 1 corn, 5 fish, 1 wine, 1 deer).
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Start 1 on each team (FPs) has a 19-tile lake to its left/right.

a) Probably going to surprise teams that they can't build boats there.
b) Team 4 has a 21-tile lake instead. This is both good (they can build boats!) and bad (it blocks off land in combination with some mountains).

I don't think this is a huge deal, maybe this level of variation is desirable even, just want to make sure you know about it.
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