The CRE team popped borders. They have 13 land tiles in the BFC. We had already concluded they were starting with a WB...
Not because the land rating is low, but because ratio of population to land is low. On a typical archipelago map with temperate climate, you typically have ~1050 maxPop and 850 totalLand. On this map it's roughly equal, 794 to 781. That means the average food yield per tile is lower than a "normal" map, which is typical of a map with lots of hills.I'm curious why we can expect so many hills just because the land rating is low.
Not because the land rating is low, but because ratio of population to land is low. On a typical archipelago map with temperate climate, you typically have ~1050 maxPop and 850 totalLand. On this map it's roughly equal, 794 to 781. That means the average food yield per tile is lower than a "normal" map, which is typical of a map with lots of hills.
You nicely put words to what was going through the back of my mind. SE isn't compromised as much as CE in the early game. In the late game, I've seen the tremendous power of a windmill-based CE on a global highland map first hand. But at that point, so many other factors determine the outcome anyway.Initial thoughts are that it puts a premium on food - although it might not be the case that an SE is compromised that much, as an SE relies on relatively few high-yield tiles. It's just a question of finding those high-yield tiles, and putting our cities where we can easily turn them into 2 specialists.
OTOH, CE is very difficult on brown maps, because every cottage that isn't on grassland loses you food.
Score for techs and wonders is always the same in all games (since it's the same techs and wonders in all games ).Question: what's the score value for tech?