I have been looking at starting positions using the fractal map standard settings and they vary wildly (I checked in world builder to see all the resources and other civ's starts). Resource wise minimum seems to be 1 food/health and 2-4 random resources. Some of the other civs get some real crappy starts (desert tiles in the start location). Some get a few food, a strategic resource, and a few happy resources that show up in groups. I remember the other map scripts being similar in start location quality, so i don't think it is fractal.
I started tinkering with the 'Full of Resources' map script, set to fractal only. The script is not what it sounds like, the maps it makes do not have any different amount of resources. The script itself is what is full of resources as it can do so much.
I set it to wipe the starting cross and randomly add 3 food sources. And one strategic resource. I tried adding a happy resource to that, but the mine based ones seem too powerful to have at the start with 3 health resources compared to the other happy resources.
Start location settings:
What do you guys think would be fair/balanced starting resources? I'm single player, but if I regen some starts it seems unfair since i don't check the AI start locations to regen when they get shafted and it seems at least 1-2 get a poor start and 1-2 get a good/great start. I think there might be better games if the AI had similar starts.
I'd like to keep it close to what the map generates, but make sure everyone is about equal.
In the cross:
Maybe 1 not so great food/health resources (cows?) and add 3 random other food resources? 4 Food might be too much?
Random 1 strategic resource of the 9, different for each player.
I was thinking limited to the early ones might be more interesting? iron, copper, horse, stone, and marble. Or just the early military ones?
Does the capital need another resource? Maybe one random selected from all the happy resources, but set it to give the same one to everyone (so if it comes up gold mine, everyone gets it)? Some of these are super powerful to have early and in the capital and others you have to wait forever to even use.
I also turned on the starting location improvement script. In start locations, It removes mountain peeks, tries to provide a river, removes jungle, and desert/tundra.
Sample balanced starts (set to conservative 3 food, 1 strategic):
There were i think 7 in the game, everyone had 3 food. The strategic resources went: 1 copper, 1 stone, 1 marble, 2 had horses, 1 oil, 1 coal.
Sample Fractal Starts:
Most starts are decent and average about 4 total resources, but sometimes those resources cannot be used for a long time.
The other settings I have been looking at is 'equalizing' resources in the player's zone (land closer to player than nearest enemy, for every player ai/user). It would add the early five strategic resources: iron, copper, horse, stone, marble (can add all of them, but think the early ones are most important). The script will check for each resource and make sure one is available in a location closer to the player than the nearest enemy. If it is missing it will be added somewhere in that player's zone.
Resources can also be added to the tiles within a few tiles of the start location. I tried the strategic resources here, but it didn't look/feel right. The 'player zone' worked better as it adds fewer resources to the map as these resources are normally in that player zone area.
I started tinkering with the 'Full of Resources' map script, set to fractal only. The script is not what it sounds like, the maps it makes do not have any different amount of resources. The script itself is what is full of resources as it can do so much.
I set it to wipe the starting cross and randomly add 3 food sources. And one strategic resource. I tried adding a happy resource to that, but the mine based ones seem too powerful to have at the start with 3 health resources compared to the other happy resources.
Start location settings:
Spoiler :

What do you guys think would be fair/balanced starting resources? I'm single player, but if I regen some starts it seems unfair since i don't check the AI start locations to regen when they get shafted and it seems at least 1-2 get a poor start and 1-2 get a good/great start. I think there might be better games if the AI had similar starts.
I'd like to keep it close to what the map generates, but make sure everyone is about equal.
In the cross:
Maybe 1 not so great food/health resources (cows?) and add 3 random other food resources? 4 Food might be too much?
Random 1 strategic resource of the 9, different for each player.
I was thinking limited to the early ones might be more interesting? iron, copper, horse, stone, and marble. Or just the early military ones?
Does the capital need another resource? Maybe one random selected from all the happy resources, but set it to give the same one to everyone (so if it comes up gold mine, everyone gets it)? Some of these are super powerful to have early and in the capital and others you have to wait forever to even use.
I also turned on the starting location improvement script. In start locations, It removes mountain peeks, tries to provide a river, removes jungle, and desert/tundra.
Sample balanced starts (set to conservative 3 food, 1 strategic):
Spoiler :



There were i think 7 in the game, everyone had 3 food. The strategic resources went: 1 copper, 1 stone, 1 marble, 2 had horses, 1 oil, 1 coal.
Sample Fractal Starts:
Spoiler :




Most starts are decent and average about 4 total resources, but sometimes those resources cannot be used for a long time.
The other settings I have been looking at is 'equalizing' resources in the player's zone (land closer to player than nearest enemy, for every player ai/user). It would add the early five strategic resources: iron, copper, horse, stone, marble (can add all of them, but think the early ones are most important). The script will check for each resource and make sure one is available in a location closer to the player than the nearest enemy. If it is missing it will be added somewhere in that player's zone.
Resources can also be added to the tiles within a few tiles of the start location. I tried the strategic resources here, but it didn't look/feel right. The 'player zone' worked better as it adds fewer resources to the map as these resources are normally in that player zone area.