Posts: 3,907
Threads: 26
Joined: Apr 2013
I think I'd be planning to SIP with the first city and find somewhere in the fog for the second. Ideally it would share the pig or the corn, it's just that the first city already gets everything that's good in the visible area.
Ideally I'd like not to have SIP be such an obvious decision - more choices are good. But it makes things much easier for you the map maker so I think it's fine.
Looks good otherwise.
Posts: 23,669
Threads: 134
Joined: Jun 2009
What are the starting units on Ren? 2 settlers, 1 worker, 2 longbows, 1 explorer? Or is it 2 workers?
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
Posts: 12,510
Threads: 61
Joined: Oct 2010
(August 9th, 2016, 16:50)Krill Wrote: What are the starting units on Ren? 2 settlers, 1 worker, 2 longbows, 1 explorer? Or is it 2 workers?
WarriorKnight Wrote:Cities: All cities start with 2 pop, granary, forge, aqueduct and, if coastal, a lighthouse.
Starting Units: 2 Settlers, 2 Longbows, 1 Worker and 1 Explorer
EitB 25 - Perpentach
Occasional mapmaker
Posts: 1,525
Threads: 19
Joined: Jan 2006
Posts: 12,510
Threads: 61
Joined: Oct 2010
Took a bunch of comments into account. Coal is now under the settler, and Oil/Aluminum are both close.
Anyone have any reason why I should post that in every thread instead of once in the tech thread? Any reason they can't know the starts are mirrored?
I'm going to post it in the next hour or so unless anyone has any last minute objections.
EitB 25 - Perpentach
Occasional mapmaker
Posts: 5,648
Threads: 30
Joined: Mar 2014
(August 9th, 2016, 09:09)Mardoc Wrote: Joey, thanks! I admit, I was expecting a list of commands, not a script that just needed to be run with slight modifications 
I did know steps 6 and 8, but I appreciate you being thorough. Actually...if you were to genericize the names, this would be a useful post to copy into either your tool intro thread or your existing walkthrough/manual on github. Well...maybe in a couple months to be safe.
No prob, I already had most of it in place from another map I had done. And yeah, a few more examples for my tool would probably be good. Hope it works for you, and let me know if there's any problems with it.
August 9th, 2016, 20:09
(This post was last modified: August 9th, 2016, 20:10 by GermanJoey.)
Posts: 5,648
Threads: 30
Joined: Mar 2014
(August 9th, 2016, 09:09)Mardoc Wrote: Does this start look fun to play?
Is it lush enough?
Are there interesting decisions to make?
Do you see a spot for city 2 - ideally a couple possibilities?
For that matter - what are your thoughts on the found-in-place that I'm pushing? Do you actually want to found in place? Should I give them more flexibility?
Is the terrain militarily interesting?
Even if you don't see a way to fix it, let me know if you see a problem with any of the above!
Do you see any tiles that are abnormal enough that you would care as a player? For example, I know that jungled furs and lake whale both don't exist on natural mapscripts - does that bother you? Are there any others that bother you if my examples don't? I don't have all the rules memorized.
Are there enough food tiles, hammer tiles, commerce boosters?
1.) Sure, the capital BFC looks fine.
2.) This looks fine, but you'd really have to see the rest of the area.
3.) Not yet, no... I'd need to see more than this to really think about it though.
4.) Well, as it stands the only spot is near the pig/rice/ivory. I'd need to see the rest of the land
5.) While I'm normally a big advocate of trying to prevent capital moves at T0, I think it'd be perfectly fine to allow them here. With the cell-based approach, it's unlikely to cause a big problem if two players both move towards each other at T0. Each player is still gonna end up with pretty much their own cell as their base empire before wars of expansion happen, and players start with two longbows which will discourage immediate rushes.
6.) No, but, eh, a capital doesn't really need to be.
edit: the new one is much better, IMHO!
August 10th, 2016, 14:36
(This post was last modified: August 10th, 2016, 14:41 by Krill.)
Posts: 23,669
Threads: 134
Joined: Jun 2009
You know, Inca sounds interesting, cheap units to deal with longbows, cheap happy with immediate HR and free border pops.
It also means free leader pick. Possibly Inca would be a good second or third pick in a larger game.
Ottomans wouldn't be bad either.
Some things never change, I suppose.
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
Posts: 176
Threads: 5
Joined: Nov 2005
(August 9th, 2016, 21:09)oledavy Wrote: Goddammit Mardoc, whales in a lake We can drop a workboat on those, right?
Tiny wee bit of an issue that everyone missed here ?
Posts: 696
Threads: 8
Joined: Mar 2016
You can build workboats in any body of water with resources. It's only other naval units that require a minimum lake size.
|