June 23rd, 2024, 13:18
(This post was last modified: June 23rd, 2024, 13:20 by Kaiser.)
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to get this started, I will roll around with some map screenshots to get some feedback, the goal is to have minimal if any editing. I hope to get away with mostly balancing strategics but if I remember correctly the map generator was iffy in terms of balance.
Quote:A significant land component to the map, rather than it being wholly naval based (I would think this leans towards using Pangea or Seven Seas as the base map script)
No abundance of city states that would be easy for one player to conquer and snowball off of. If you are randomly rolling maps, just make sure the number of city states is set on the lower end
Balanced strategic resources and starting locations. The surrounding lands can be less balanced owing to how much time you are willing to put in, but ideally we don't want to see one player have a marsh sugar + plains hill deer in their capital (6f + 5hammers without improvements!) and another player have only grass cows (3f1h when improved)
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I was familiar with triskaidekaphobia, but TIL: https://en.wikipedia.org/wiki/23_enigma
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I completely blanked on the awful map generation of CIV6, it is extremely tedious and there seems to be no balance outside of min starting distance.
After several attempts, I have a map which might be a decent fit but the starting positions are totally awkward.
2 are on the connecting branch and the rest all to the W of the pangea.
Do you guys think this could be our base map?
I can distribute the player positions more evenly and balance strategics, but I have no idea yet how to compensate for the settling space on the branch?
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Branches make free territory to whoever spawns near them. I would make all the tiles all useless snow tiles, for the branches.
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PBEM23 map first draft.zip (Size: 71.74 KB / Downloads: 1)
The branch was naturally generated, but it did not connect all the way through, I edited that part but maybe it is better to remove it altogether.
I think the map can work if you can distribute the start positions evenly and balance strategics, but I hit a wall in working with the editor and the time I can invest before leaving for vacation myself.
Here is the map I rolled, I hope somebody can take this to a final map to get the game rolling.
If not, then do not hesitate to create a new one from scratch
The CIV6 autogeneration did not once generate a map with decent start position distribution for me, this thing needs a serious rework outside of me making blatant setup errors
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I did check the map, it needs more finetuning, unfortunately I too am about to go on vacation.
However I happen to made a map very long ago, handmade mirrored map, everyone got same start. It is set and ready to go.
The catch is that it is highly unusal variant map, not sure whether players want that.
With highly variant map, I mean that it is a map filled with enclosed mountains rings and everyone plays as Inca, using early tunnels to explore, expand and go war.
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(June 27th, 2024, 09:30)Alhambram Wrote: I did check the map, it needs more finetuning, unfortunately I too am about to go on vacation.
However I happen to made a map very long ago, handmade mirrored map, everyone got same start. It is set and ready to go.
The catch is that it is highly unusal variant map, not sure whether players want that.
With highly variant map, I mean that it is a map filled with enclosed mountains rings and everyone plays as Inca, using early tunnels to explore, expand and go war.
Mirror stuff is enough already, to not count as what they wanted originally. I would ask the players if they would want it.
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Basil II might not look that much better than the other Byzantium leader if you are not experienced with Civ6 but you must build siege otherwise walls will block you forever. His ability removes that problem. Getting siege would waste about 20 turns and you have to waste the production too making them. This means he can launch the same attack as the other leader but around 20 turns faster....
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With random map I don't know who will win. I can give tiers though ...
Tier 1: CMF, Krill
Tier 2: Archduke, Whosit and greenline
I find it amusing people not responding to Krill's DoF expire first-strike rule and the fact that he's last in turn-order.
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It appears that only CMF is using mods, so if a problem happens he caused it.
Mike4All causing Sullla's warrior to heal to full by hacking gold shows that Civ6's code is fragile. I'm sure an "UI only" mod can cause problems on the map just fine. He also was in that game with Woden's problem.
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