(January 9th, 2013, 09:36)Krill Wrote: I'll be impressed if you can get it down to 50, I don't think you can short of rebuilding most of the map and the resource placements. You might be able to do it on a large map, but that would give too much land for 7 players. Another option might be to try and remove all of the ice and tundra from the game (I think you can do that using the full of resources map generation options).
Well, they asked for a large map, so at least that part of the solution is doable.
I did turn down Ice/Tunda/Desert down a tick when generating which is probably why this thing seems so green right out the bat.
I did a run last night and Novice's autoplace did get it down to 28, I'm going to inspect that and see how it looks, if it has them all at playable starts I might consider just tweaking the strat-res on those and running with it.
I think I'm okay with the Natives location being a snaky archipelago start, though I might move some of the seafood around a little bit around them to match their new start location.
I'm okay with some people having lakes but no rivers. They're a reasonably big deal based on Seven's analysis, we can compensate for a lack of river in another way.
Since we've moved the players away from their map-script-normalized starts, these are slightly weaker capitals than average I think, but the map compensates by being incredibly rich.
That natives start is worse than it looks. I gotta be honest and say I don't think it's salvageable short of a total rebuild. The rest look good though.
(January 9th, 2013, 10:55)Krill Wrote: That natives start is worse than it looks. I gotta be honest and say I don't think it's salvageable short of a total rebuild. The rest look good though.
Could you elaborate, I'm missing something key in my understanding.
There are minimal routes of expansion (only two, really, north and east). The capital has so few land tiles that you can't give away the food resources to a second city, so the second and third cities have to be planted really far away with almost zero overlap. Giving more food resources to the capital doesn't really work, because you can only give them coastal food which doesn't help them (you still need to build the work boats and they can'# be built quickly).
Basically the capital is a pile of crap and it's in an awful location for expansion. Everyone else is located on some sort of landmass but that start isn't.
(January 9th, 2013, 11:14)Krill Wrote: There are minimal routes of expansion (only two, really, north and east). The capital has so few land tiles that you can't give away the food resources to a second city, so the second and third cities have to be planted really far away with almost zero overlap. Giving more food resources to the capital doesn't really work, because you can only give them coastal food which doesn't help them (you still need to build the work boats and they can'# be built quickly).
Basically the capital is a pile of crap and it's in an awful location for expansion. Everyone else is located on some sort of landmass but that start isn't.
Ah, okay. I'll tinker with it and see how it goes. I've raised some land and am back up to an unfairness of about 290. Going to open up the internal numbers now and see who's winning and losing on the land quality / tile count.
Total map unfairness (standard deviation in weighted land quality): 85
Player 0
Isabella of France
194 land tiles.
(149 grass, 23 plains, 1 deserts, 8 tundra, 13 snow. 63 forests, 10 jungles, 0 flood plains, 0 oasis. 35 hills.)
2302.0 total land quality.
7.94 average land quality.
609.0 total food potential.
2.10 food per non-ocean tile.
149.0 total hammer potential.
0.51 hammers per non-ocean tile.
392.0 total commerce potential.
96 coastal tiles.
18 ocean tiles.
9 strategic resources (2 horse, 3 copper, 1 stone, 1 iron, 1 oil, 1 coal).
3 happy resources (2 silk, 1 gems).
19 food resources (3 clam, 1 sheep, 2 rice, 2 pig, 3 crab, 3 corn, 3 cow, 2 fish).
19 health resources (3 clam, 1 sheep, 2 rice, 2 pig, 3 crab, 3 corn, 3 cow, 2 fish).
Player 1
Augustus of Inca
268 land tiles.
(145 grass, 35 plains, 3 deserts, 37 tundra, 48 snow. 72 forests, 4 jungles, 1 flood plains, 0 oasis. 50 hills.)
2267.5 total land quality.
6.08 average land quality.
603.0 total food potential.
1.62 food per non-ocean tile.
185.0 total hammer potential.
0.50 hammers per non-ocean tile.
465.5 total commerce potential.
105 coastal tiles.
5 ocean tiles.
12 strategic resources (1 aluminum, 2 stone, 2 uranium, 1 copper, 3 iron, 1 oil, 1 horse, 1 marble).
4 happy resources (1 fur, 1 silk, 1 incense, 1 dye).
17 food resources (3 corn, 2 crab, 3 sheep, 3 pig, 4 deer, 1 clam, 1 cow).
17 health resources (3 corn, 2 crab, 3 sheep, 3 pig, 4 deer, 1 clam, 1 cow).
Player 2
Pericles of Khmer
229 land tiles.
(162 grass, 23 plains, 3 deserts, 23 tundra, 18 snow. 56 forests, 31 jungles, 0 flood plains, 0 oasis. 41 hills.)
2306.5 total land quality.
7.61 average land quality.
603.0 total food potential.
1.99 food per non-ocean tile.
164.0 total hammer potential.
0.54 hammers per non-ocean tile.
370.5 total commerce potential.
74 coastal tiles.
9 ocean tiles.
This would probably be a good time to ask the following questions:
I rolled this map by doing a start custom single-player game. Will this work as a WB save for the PB? How do I go in and change the difficulties of the players not player 0?
You save the map as a worldbuilder save but you then have to open that file in notepad and edit the player difficulties in there. You can also edit a bunch of other stuff in the notepad if you want.