Right... me too, but you said you wanted to MAKE the map right?...I'm good for almost anything
Right... me too, but you said you wanted to MAKE the map right?...
By way of analogy... If you were the Iron Chef and I told you the secret ingredient was mushrooms and then asked "So what are you goin to make chef?" You couldn't say... "Almost anything." I know you can do "anything," but I am curious about which "anything" you are going to do.![]()
The mapmaker has to have a vision or idea for the map... right? So what is yours?
For example, what do you mean about combining all the map types into one? What would that look like? Could you describe it?![]()
Check out the last BTS MTDG mapmaker's Post Game Map Writeup As you can see, there was no agreement about what "the players want" because everyone wanted something different. So the mapmaker (Sullla) had to just make up a map with his own vision/imagination. That's one reason I ask what your vision is.Well I thought I was supposed to do whatever the players want. For an example I would make multiple continents all with inland seas.
An interesting variant could be having one civ from one team on one Continent and the other one on an other continent. This would be interesting since it will set up many possibilities for diplomacy, since one civ could be way ahead of the other one and be in a situation where you could have the power to overtake a civ, but the other civ is not in a situation to be aggressive, so you have to play the diplo situation carefully. This is of course if we are going for two civs per team.
Those sound like some pretty interesting ideas, and I'd be curious to see them in play. Although the downside is that splitting up the teamed civs means you don't have the opportunity for as much synergy. For instance, you don't have the possibility to create a potent stack combining two different UU's. But it could still be interesting.Or perhaps 4 main land masses, with two different teams on each?
Lots of options with two civs per team.
I guess I was using "silly" as a placeholder for excessive weirdness. I've seen screenshots from maps and map scripts which produce a large amount of resources, and it just seems unappealing to me. What are some of the downsides? Well, if everyone has a huge variety of resources around, there are less opportunities for trade, for one thing. It might also make technology progress too fast (units obsoleting before they can be used, etc), since it would be too easy to get big rich cities early in the game.When you say "silly," what do you mean? Since I'm mostly talking about food-rich when I say resource-rich:
1. In your opinion... What amount of food resources cross the threshold from "decent" to "silly?"
2. When you say resource-rich would be "silly" Are you saying that it would not be fun?...Or That it would not be fair? Or that it would be too easy?I'm not sure I get what you mean.. that's all.
![]()
My thought was to give each starting location 2 fishing (fish, clam, crab) 2 agriculture (wheat, corn, rice), 1 husbandry (pig, sheep, cow) and 1 calendar (banana, sugar) food resourcei think there's no hard and fast point where I'd say there's "too much" or "too little" food either side. It's a bit of a grey area, really.
Why do we have two desert hills?... It seems to be able to fit all 3 city types, but doesn't perform outstanding in each regard.
Ouch i just hope that the desert is not going to be all over the place.
Starting positions looks decent. Not much food...
Not the best that I've seen, but okay.
With only 2 resources apparent in our immediate BFC... this is clearly not a randomly generated map ... desert hills... so perhaps those two resources might be all we have.
I guess it's "mapmaker's artistic license".Hopefully other teams have similar fat crosses, so it should all balance out.
I was thinking to give each civ resource monopolies as DaveMCW suggested to encourage trade. (If I have alot of bananas, and you have alot of wheat, we can still trade).downsides? less opportunities for trade...technology progress too fast (units obsoleting before they can be used, etc), too easy to get big rich cities.
Again, when you say "excessive wierdness" or that 15 food per turn is "ridiculous"... Why? Because it is unusual? Because it is outside the norm of what we usually experience in Civ?"silly" as a placeholder for excessive weirdness... it just seems unappealing to me... 15-20 food per turn in a city early in the game, it's starting to get a bit ridiculous.
I did also suggest we upped the difficulty level to slow tech progress with the double civ option. It's nice to have research going a little faster, sure, but there comes a point when it's going too fast to have a sensible game (because units obsolete before they can be fielded, and you have no time to build all the buildings you want).About tech progress... Wasn't one of the reasons you wanted 2 civs per team to speed tech progress throught co-op teching?If you are wanting 2 civ teams, it seems inconsistent to be worried about fast tech right?
You're taking it to extremes. I'm just suggesting we have a "normal" game. Not deserts surrounding starting locations. Not dozens of resources for everyone. Just some standard, decent starts.About big rich cities... When did that become a bad thing? Won't that make the game more enjoyable, if we have large rich cites (or capitals at least)? Should we make the map a desert to keep cities small? Wasnt that what Saturn was complaining about last game (too much desert, not enough food)?
I didn't say it would make the game easy. I said it might make technology progress too fast, which can lead to problems (see above).Finally, about food rich cities making the game easy... Ease is relative... If we ALL have great capitals / cities, then it will not be easy for anyone... Everyone is in the same relative position, just with more options.
I guess so. Mostly I'm just worried because I fear it would throw balance (i.e. a reasonable research rate for the number of buildings and units to be produced) out the window. Whereas I've tested the "double civ" thing in many games before, and I know it works.I think I like your statement... "it just seems unappealing to me" because I think that is really the bottom line. You just don't like the idea. Possibly, you simply don't like it because it is different from how you usually play and you are uncomfortable trying it out (kind of how I feel about 2 civs-per-team). If so, that is perfectly fine and legitimate, but that does not make the idea "ridiculous", "excessive wierdness" or "silly" ... right?
![]()