Harv
Emperor
- Joined
- Dec 16, 2008
- Messages
- 1,931
Earth2 is a map script that generates continents that look like the continents we are familiar with. Map size is standard and there are 7 civilizations, ourselves and 6 rivals. Everybody starts in the Old World, which includes Asia, Europe, and Africa. Nobody starts in the Americas and it is quite possible nobody has immediate access to Australia.
The terrain is randomly generated. Resources are randomly generated. I do not know if there are resources that are unique to the Americas. Africa is not guaranteed a desert - or the large flood plains. Hopefully we do not have things like Marble on an ice tile.
Given the general shape of Asia, Europe, and Africa, and 6 AI opponents, it is unlikely that an AI will start next to us - and there will be room for normal expansion. However, I have never played this random map script before.
Here are the settings:
Difficulty is the same, except we are on a randomly generated map.
World size has been changed to Standard. Maybe this will make the late game micro less intense.
Maybe this will be easier on my computer system!
Speed has been changed to Normal.
Huts have been turned off.
Random events have been turned off.
Added:
Barbarians are normal again.
I turned off the Aggressive AI.
I turned off the Choose Religions.
We are Hatty of Egypt. Apparently she is a favorite leader of mine. We played her twice on Earth18 and actually completed the games. We played her again two years ago. So this is the fourth time we are playing her.
Spiritual - We can freely change civics without anarchy. On Epic speed, it was once every 5 turns. On Normal it might be less than that. I do not remember.
The resident Micro Queen has mentioned that we can also use it to shift out of civics when we are not using them. As an example, we can shift out of Slavery and possibly save a few gp.
We also get a discount on Temples.
Creative - We get that nice early border pop. The old guides said that this is an early game trait that diminishes quickly. I suppose the value of the early border pop diminishes when we can build Culture or run an early Artist. Until then, we are saving ourselves an early monument every time we found a city - and early bonuses are really helpful.
We also have cheaper Libraries which are really helpful.
We also have cheaper Theaters which are not so helpful.
Obelisk - This is circumstantial. In the last game we built a grand total of one obelisk in an effort to get a Great Prophet in our Holy City. If we are running specialists, then we can build a cheap Library and run 2 Scientists, and a cheap Obelisk and run 2 priests. This makes us similar to the Arabs and their special Library in a way.
War Chariot - We have a unique Chariot that has 5 Strength instead of 4 Strength. It is also immune to First Strikes. So it is kind of like having a cheaper, weaker Horse Archer much earlier in the game - If we can find Horses.
Here is the start:
I will post a save, then edit in my comments.
1. I think we are in Southern Africa. We can test my general knowledge of geography as I name cities based on where I believe they are located. The rival locations I can think of are:
a. Northern Africa
b. Europe
c. Central Asia
d. Middle East
e. East Asia
f. Southeast Asia
Based on this, we will have 3 neighbors in a, b, and c.
My second guess is we are in India.
2. The initial location of Settler and Warrior on hills have us an incredible amount of visibility. I see a lot of green everywhere.
a. Green Pigs are a 6f tile
b. Wet Rice is a 5f1c tile
c. The Hills to the northeast is suspiciously clear of forest.
d. The land to the northeast looks brown.
e. There is a lot of forest nearby.
Put those together and we have 9f1h10c at Size 2.
3. Moving the Warrior south will reveal a couple of tiles next to the brown hill. I think - especially since I think we are in either Southern Africa or India, all we will find to the south is water. We should also have border pops at Turns 3 and 25, plus one turn if we move.
4. Settling the plains hill to the northeast still captures the rice and pig and grants us an extra hammer. It costs us one turn, but the hammer gain will give us our first Worker a turn earlier. Moving the Settler northeast will give us more visibility.
5. 9f2h10c at Size 2 seems huge. That's 11 hammers towards a Settler and we get it in 10 turns with 10 overflow.
6. I forgot to mention we start with Agriculture and The Wheel.
First choice research is Animal Husbandry. We can pasture up the pigs and farm up the rice. We will know quickly if there is horse nearby.
Second choice is Mining->Bronze Working.
If we don't have Copper, then we still have lots of wood.
7. Settling 1NE opens up 2 city sites to our south. One somewhere on the west coast. One maybe on the plains hill, maybe somewhere else. These spots will be closed if we settle 1W or SIP.
Added: The south is still open. It is the west cost that is currently closed with our current settler location.
8. With a 1NE location, there are two locations on the west coast that can share two food sources.
9. All those green tiles suggest cottages.
So after Bronze Working, then we can research Pottery.
We can research Fishing if we spot a resource on one of the coasts.
10. Moving the Warrior 1E gives us a bunch of visibility of water tiles. It might show us if settling the Plains Hill is a mistake. Actually it verifies that it is not a mistake.
I see two Ocean tiles that can only be accessed by a city 1E of where the Warrior is standing
11. Given the food heavy start, we should very quickly find a location for a second city.
12. We are going to have a lot of Forest in our BFC if we settle 1NE.
13. I figured out why I believe we are in Southern Africa and not India. We have a lot of forest. If we were in India, then we would see more Jungle. If we were in central Africa, we would see more jungle.
So far I have:
1. Move Warrior ???.
2. Move Settler NE.
3. Research AH-Mining-BW-(Fishing)-Pottery
The terrain is randomly generated. Resources are randomly generated. I do not know if there are resources that are unique to the Americas. Africa is not guaranteed a desert - or the large flood plains. Hopefully we do not have things like Marble on an ice tile.
Given the general shape of Asia, Europe, and Africa, and 6 AI opponents, it is unlikely that an AI will start next to us - and there will be room for normal expansion. However, I have never played this random map script before.
Here are the settings:
Spoiler :
Difficulty is the same, except we are on a randomly generated map.
World size has been changed to Standard. Maybe this will make the late game micro less intense.
Maybe this will be easier on my computer system!
Speed has been changed to Normal.
Huts have been turned off.
Random events have been turned off.
Added:
Barbarians are normal again.
I turned off the Aggressive AI.
I turned off the Choose Religions.
We are Hatty of Egypt. Apparently she is a favorite leader of mine. We played her twice on Earth18 and actually completed the games. We played her again two years ago. So this is the fourth time we are playing her.
Spiritual - We can freely change civics without anarchy. On Epic speed, it was once every 5 turns. On Normal it might be less than that. I do not remember.
The resident Micro Queen has mentioned that we can also use it to shift out of civics when we are not using them. As an example, we can shift out of Slavery and possibly save a few gp.
We also get a discount on Temples.
Creative - We get that nice early border pop. The old guides said that this is an early game trait that diminishes quickly. I suppose the value of the early border pop diminishes when we can build Culture or run an early Artist. Until then, we are saving ourselves an early monument every time we found a city - and early bonuses are really helpful.
We also have cheaper Libraries which are really helpful.
We also have cheaper Theaters which are not so helpful.
Obelisk - This is circumstantial. In the last game we built a grand total of one obelisk in an effort to get a Great Prophet in our Holy City. If we are running specialists, then we can build a cheap Library and run 2 Scientists, and a cheap Obelisk and run 2 priests. This makes us similar to the Arabs and their special Library in a way.
War Chariot - We have a unique Chariot that has 5 Strength instead of 4 Strength. It is also immune to First Strikes. So it is kind of like having a cheaper, weaker Horse Archer much earlier in the game - If we can find Horses.
Here is the start:
Spoiler :
I will post a save, then edit in my comments.
1. I think we are in Southern Africa. We can test my general knowledge of geography as I name cities based on where I believe they are located. The rival locations I can think of are:
a. Northern Africa
b. Europe
c. Central Asia
d. Middle East
e. East Asia
f. Southeast Asia
Based on this, we will have 3 neighbors in a, b, and c.
My second guess is we are in India.
2. The initial location of Settler and Warrior on hills have us an incredible amount of visibility. I see a lot of green everywhere.
a. Green Pigs are a 6f tile
b. Wet Rice is a 5f1c tile
c. The Hills to the northeast is suspiciously clear of forest.
d. The land to the northeast looks brown.
e. There is a lot of forest nearby.
Put those together and we have 9f1h10c at Size 2.
3. Moving the Warrior south will reveal a couple of tiles next to the brown hill. I think - especially since I think we are in either Southern Africa or India, all we will find to the south is water. We should also have border pops at Turns 3 and 25, plus one turn if we move.
4. Settling the plains hill to the northeast still captures the rice and pig and grants us an extra hammer. It costs us one turn, but the hammer gain will give us our first Worker a turn earlier. Moving the Settler northeast will give us more visibility.
5. 9f2h10c at Size 2 seems huge. That's 11 hammers towards a Settler and we get it in 10 turns with 10 overflow.
6. I forgot to mention we start with Agriculture and The Wheel.
First choice research is Animal Husbandry. We can pasture up the pigs and farm up the rice. We will know quickly if there is horse nearby.
Second choice is Mining->Bronze Working.
If we don't have Copper, then we still have lots of wood.
7. Settling 1NE opens up 2 city sites to our south. One somewhere on the west coast. One maybe on the plains hill, maybe somewhere else. These spots will be closed if we settle 1W or SIP.
Added: The south is still open. It is the west cost that is currently closed with our current settler location.
8. With a 1NE location, there are two locations on the west coast that can share two food sources.
9. All those green tiles suggest cottages.
So after Bronze Working, then we can research Pottery.
We can research Fishing if we spot a resource on one of the coasts.
10. Moving the Warrior 1E gives us a bunch of visibility of water tiles. It might show us if settling the Plains Hill is a mistake. Actually it verifies that it is not a mistake.
I see two Ocean tiles that can only be accessed by a city 1E of where the Warrior is standing
11. Given the food heavy start, we should very quickly find a location for a second city.
12. We are going to have a lot of Forest in our BFC if we settle 1NE.
13. I figured out why I believe we are in Southern Africa and not India. We have a lot of forest. If we were in India, then we would see more Jungle. If we were in central Africa, we would see more jungle.
So far I have:
1. Move Warrior ???.
2. Move Settler NE.
3. Research AH-Mining-BW-(Fishing)-Pottery
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