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[PB66] Map-Making Thread

1st time actually making a map. WHAT COULD GO WRONG. I kind of wanted to play, but I'm sure this will probably be better for my time long term as I've never played in two games running in same time periods.
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I’ll help look it over. As a suggestion for rolling maps, start with a lower water percentage than you want on the final map. It’s easier to sink extra land into the sea than it is to build new land. And it will give you flexibility with shifting around civs to fit better. The sink land where it makes the most sense for overall balance.
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Quote:Magic Science

For the purposes of simulation construction and pick consideration, would you please provide us the following information about your final product:

1. Map size.
2. Map dimensions.

3. Map water percentage/setting.


So let me do some thoughts here and then I'll eventually get around to answering Magic.

1) I was going to do Standard, but I know with 11 players we may be approaching Large territory for tech costs. I've already started rolling candidates, but can obviously change this, so thoughts?

2 & 3) So my general thought was to do Torusland Waterways (29%) at 48 x 48. This gives WAY more tiles than requested, but what I want to do is basically make 4 larger lakes with islands, which will add a lot of water. There will also be smaller lakes / waterways (maybe with an island). I actually love the look of the 29% waterways, it basically does small lakes better than any other script I've seen and looks way better. The reason I don't want to start with one of the higher water % types is I think its easier to make land into water than to draw land /shrug. Plus can position starts easier that way. Edit: see Cornflakes wrote similar.

Other random question. I know there is a tool you can run maps through to get theoretical control. I like to think I'm one of the better people that can eye ball a map and how it might play, but obviously having some AI behind my eyeballing would be useful.
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Oh 48 x 48 is because on Torodial I hate my northern neighbor also being my southern neighbor. Try to stop brain hurts.
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(June 22nd, 2022, 17:29)Mjmd Wrote: Other random question. I know there is a tool you can run maps through to get theoretical control. I like to think I'm one of the better people that can eye ball a map and how it might play, but obviously having some AI behind my eyeballing would be useful.

I don't think I've ever used the tool, but chances are people were referring to GermanJoey's...program? Suite? I don't know. I haven't used a computer since floppy disks were actually floppy.

Here's the github page: https://github.com/germanjoey/civ4-mapcad

Can't speak to its functionality. Again, haven't used it.
There is no way to peace. Peace is the way.
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I think it was Novice's?
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(June 22nd, 2022, 17:33)Mjmd Wrote: Oh 48  x 48 is because on Torodial I hate my northern neighbor also being my southern neighbor. Try to stop brain hurts.

I remember giving myself headaches trying to figure out map layouts on toroid while maintaining balance lol
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Lol I hoped after I added the lakes I wouldn't have many more water tiles to add. I have 80 more water tiles still pant pant....... LATER I think I'll probably end up with single island lakes as well.

BTW math for 48*48*.6 (reverse 40% water) = 1382 / 11 = 125 / player. Assume some # of mountains and I figure that's about right.

Anyways, have general shape. Working on starts now ! Did I pour myself Tequila on the rocks instead of Bourbon. Absolutely.
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So I didn't realize until I started moving stuff around for the starts (also finally turned resource tiles on), but.... Torusland produces just an INSANE amount of resources. Even for me its a bit much. I might have to go through and do a bit of random resource deletion and even still it might be one of the richer maps Realms has seen in a bit.
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Don't do square do rectangular, makes a difference between near and far neighbours

What water percentage are you going with and how many mountains? 8% peaks and 30% water gives some good looking maps but do you want a more continental layout and a higher water percentage? One of the high water percentages generates a map and then inverts land and sea and its really cool.

You can remove the random tile improvements if you want but they can lead to an interesting early game.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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