December 7th, 2010, 17:04
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Yeah the resources might be at the edges, but I predict that would just cause people to focus on securing their own island rather than interacting with others as there's little to gain from invading someone else early when you already have 1 of every resource, and would have to pay high distance maintenance pre-Forbidden Palace.
If you had to leave your starting square to get Gold, Dyes etc for example, the game becomes more dynamic as there's an element of competition in the early game and it creates opportunities for trade.
December 7th, 2010, 17:14
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uberfish Wrote:Yeah the resources might be at the edges, but I predict that would just cause people to focus on securing their own island rather than interacting with others as there's little to gain from invading someone else early when you already have 1 of every resource, and would have to pay high distance maintenance pre-Forbidden Palace.
If you had to leave your starting square to get Gold, Dyes etc for example, the game becomes more dynamic as there's an element of competition in the early game and it creates opportunities for trade.
PBEM10 Spoilers:
December 7th, 2010, 17:19
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are you suggesting 5 or 6 gold / silver / other happy spread over the map, or the full 7 but off the 'square'?
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(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.
December 7th, 2010, 20:17
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Yeah, from my vantage pont there seems very little incentive to expand outside your starting square initally. Neutral islands or some actual expansion land outside of the square would give motivation to expand.
December 7th, 2010, 20:21
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Ruff_Hi Wrote:- move piggies away from capital
Done. I put them over with the wine.
Quote:- check distance maintenance
Two cities for the same civ on the 'starting tile' generates an expense cost of -8. That didn't seem too high.
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(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.
December 7th, 2010, 21:03
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Ok, how about this ...
I remove the following and put them in clusters on the blue dots - so all of the ivory (say) would be on the blue dots and all of the silk would be on another duplicate blue dot. That way, 1 player could pick up all of the ivory and have to trade for the other resources.
- silk
- ivory
- incense
- dye
- spices
- sugar
- wine
Question - should I add a cow so that a city there is viable?
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(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.
December 7th, 2010, 23:58
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Look, a plains cow doesn't really add city viability, maybe a dry wheat, or a plains sheep would, but a measly +1 fpt is worthless...
Current games (All): RtR: PB83
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December 8th, 2010, 05:13
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Krill Wrote:Look, a plains cow doesn't really add city viability, maybe a dry wheat, or a plains sheep would, but a measly +1 fpt is worthless... so, apart from the stupid cow, the happy resource location sounds good? ... or better?
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(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.
December 8th, 2010, 05:46
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happy res are fine.
Current games (All): RtR: PB83
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December 8th, 2010, 09:35
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Give each resource two sets of three? All six on one spot is too much of an easy monopoly for whomever holds it.
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