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Mr. Nice Guy Wrote:I find only two more potential balance issues:
*England's fish is the only one that's essentially lost if they SIP. Would probably be more balanced 2N, where it can also be used by a later filler city if need be.
*Western teams have easier galley access to the island chains.
And not a balance issue.. but you are quite an evil bastard. Showing every team two locations that are clearly better than settling in place, and making them choose from 3 viable (but 2 stronger) city sites? Great, love to see that kind of decision making right from the start.
Why thank you good sir.  I suppose I never really expected to have England SIP, nor any of the teams, because as you said, the 2 locations to move to are clearly superior. I also like that the seaward coastal capital has more food, but most are thinking "coast bad" and avoiding it.
I'm seeing Yuri (England) having easier access to the isle of wheat to his south, where else is it significantly easier?
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Commodore Wrote:Why thank you good sir. I suppose I never really expected to have England SIP, nor any of the teams, because as you said, the 2 locations to move to are clearly superior. I also like that the seaward coastal capital has more food, but most are thinking "coast bad" and avoiding it.
I'm seeing Yuri (England) having easier access to the isle of wheat to his south, where else is it significantly easier?
Sorry, my confusion about cultural expansion led to a misunderstanding about the western isles.
But in looking at England's wheat island, I notice that both the one to his north and south have the beloved riverside desert- not FP- tiles. Not sure if they are supposed to just be desert or be FP but I'm guessing plain desert?
You can get a look at a t-bone by looking up the bulls ass but I'd rather take the butcher's word for it.
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Yep, good old healthy desert. Might try and reroute rivers so that the Flood Plains next to them have river access but not them.
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Okay, two more questions...
*What do you see being the purpose of the astronomy islands?
*What's the over/under for the GLH holder being viewed as "too powerful" on this map?
You can get a look at a t-bone by looking up the bulls ass but I'd rather take the butcher's word for it.
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Mr. Nice Guy Wrote:Okay, two more questions...
*What do you see being the purpose of the astronomy islands?
Well, it's always fun to dangle temptation to the Templars in the world. I like the thought of more territory being available to those who are up for exploring, perhaps giving an outside chance to someone who's been pushed back in the mainland.
Quote:*What's the over/under for the GLH holder being viewed as "too powerful" on this map?
No fool would take that bet. The GLH is going to be impressively powerful no matter what you do, and I'd almost consider it worth it if that made interesting situation of the GLH holder going hell-for-leather for the islands and neglects the critical middle jungle area. I suppose one nerf could be to use peaks to make the silk sub-islands on the same landmass, but in general I like intercontinental options both early and late, and I will note...the GLH builder will be fighting 4 others for control of those islands. That seems reasonable.
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Wotcher. Here's the latest revision.
So to mess with turn order/player I can use notepad to change Team=#, right? And likewise with the civ/tech stuff, I suppose.
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Commodore Wrote:Wotcher. Here's the latest revision.
So to mess with turn order/player I can use notepad to change Team=#, right? And likewise with the civ/tech stuff, I suppose.
Well Commodore, I don't think I could make any further balancing improvements. A more skilled or more detailed mapmaker may, but short of counting tiles or analyzing spheres of influence on some deep level... it all looks good!
You can get a look at a t-bone by looking up the bulls ass but I'd rather take the butcher's word for it.
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I unfortunately won't have time to debug save issue until late tonight, if someone else wants to kick it off and over to Ichabod the final WB file is attached.
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