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[SPOILERS] Lurkers Thread: NO PLAYERS ALLOWED

Hmm, you leaving the land bridges as crap land, or improving it slightly?
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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distance costs are governed by map size ... I can change that at will without changing the number of actual tiiles (did I mention that I have sick WB skillssmile). I'm not sure of the difficulty, but the players are aware of the issue and I think they have selected difficulty appropriately.

I will run some tests to see the cost once the final map is settled.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Krill Wrote:Hmm, you leaving the land bridges as crap land, or improving it slightly?
plains tiles. Why do you ask?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Well, cities are going to get planted for cultural control of the land bridges, for canal cities etc. One option is to make certain sites on the land bridges better than others so that there is conflict as to who gets what land, instead of keeping it all (rather boring) plains that means there is no strategic value to having a city on a particular tile, as you can probably suffice with just a single fort. Could just be something as simple as the occasional plains sheep, because in the late game all of those plains are going to get irrigated. With a slight variation in land type you introduce choices about how to develop the canal cities.
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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interesting. I would like to keep one slanted path non buffed so that there is no incentive to settle and people have a lane between lands. Which intersections would you buff?

The other option is my fav tile - plains cow.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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The very nice starting continent combined with the dry plains land doesn't give any incentive to expand outward (but maybe that was the intention?).

Edit: crossposted smile
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OK, lesson from PB1 that no one learnt, combined with PBEM2: navies are the best way to attack in the late game, using what you guys know as the Sirian Doctrine. You fork more cities, you can more easily raze cities, don;t get bogged down in culture etc. Because of this, you need to control as many good canal cities as possible to be able to launch an invasion any where you want. So ALL of the possible canal cities are important, any path from one island to another a possible invasion route. And canal cities provide LoS via culture, and the land can be rather bad so ICSing them isn't a bad thing if you can cover the maintnence.

So, every tile of the land bridges are important, not just the intersections, though they are more important in that they are perhaps more viable cities IF you improve that land.
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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double post
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Checking in. Nice work with the script, but I think the map really needs some neutral areas with resources for people to fight over that don't obviously fall into the home territory of one player or another. My suggestion at this point would be to move some of the luxury resources out to islands connected to the land-bridges. Pillaging of the railroads is fine imho, you sacrifice your own mobility for security and I think having map features that can be destroyed but not replaced until very late adds an interestic strategic choice.

Distance maintenance costs may actually become a concern as Ruff's currently proposed map is somewhat larger than the players would expect for the difficulty choice.
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re Krill's ship based attack options - I think you need multiple threads (see my finally successful attack against Sooooo) to late game play and this map provides that.

I've positioned most of the happy resources near the outside of the 'square' so that they are under the most thread.

My thinking is that the first person to capture a 2nd 'square' will become public enemy #1 and the diplo work around that will be very interesting.

Action Items
  • move piggies away from capital
  • check distance maintenance

Anything else?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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