I didn't wb anything. I generated a save on epic/deity/huts on and then just WB it to normal speed.
I generated a different save for the epc/deity/no huts/no events map and then WB it to normal.
Ah, but when you start a monarch+ game, the barbs also recieve a set of starting techs (increasing with difficulty), most importantly archery. But when you enter WB after the start, save the game as a WB-file, and then load the WB-file to play it, the barb starting techs have disappeared, meaning only barb warriors will spawn, because they don't know archery! Barb cities will not be guarded by archers but by warriors! It makes the barbs a bunch of wussies
That's why I asked if you gave the barbs their techs back, so I'll take that as a "no" then
Besides that, did you just generate a map, or did you check the quality of the start?
- map 1 has only 2 plains cow for food, and a lot of plains hills we will never be able to feed (or is there something good in the fog?)
- map 2 also looks like an average start. While it has OK food, it' has no commerce, and is a forest spamfest with lots of coast, which forces us to go fishing-mining-bw with lot's of "idlish worker turns (building unnessecairy roads)
When we have agreed on settings (I haven't counted votes, but at a quick glance it seems normal speed, no huts / events, with Hatty as leader), I'd like a discussion on what sort of start we'd like (inland/seaside, what recourses we'd like in the BFC, Lot's of forest or floodplains or hills, etc)
After we have decided, we could all generate maps like no tomorrow, and post pics of the best ones, discuss it and choose the best one, and then, finally, we can begin playing. At least, that was the plan I had in mind. I want to be well prepared. In holland we say: A good start is half a win. or something like that
