Ekolite
Deity
- Joined
- Sep 15, 2007
- Messages
- 5,451
To acomplish the second point you could probably increase the amount of goblins that spawn and make them spawn earlier. These would probably be enough to kill your scouts early on, but too weak to attack your cities and win, and would be easilly beaten by hunters. Alternately more animals would do the job.
Using the settings you suggest it is probably near impossible to delay the loss of wilderness. You will probably only have enough room for one or two cities per player surely? Also, if you are using the Erebus Continents mapscript prepare for many of the civs to be grounded for most of the game in crappy starting locations. That seems to happen quite often if you play with more players then is recommended for the map size. I personally quite like this as I think it's more realistic. In RL, there are/were civilisations which ''started'' in the middle of some jungle, desert, or icy wilderness, and for much of history these people were woefully unadvanced until the Europeans arrived and traded some techs for their luxury resources. Why shouldn't it be the same in civ/FFH?
Using the settings you suggest it is probably near impossible to delay the loss of wilderness. You will probably only have enough room for one or two cities per player surely? Also, if you are using the Erebus Continents mapscript prepare for many of the civs to be grounded for most of the game in crappy starting locations. That seems to happen quite often if you play with more players then is recommended for the map size. I personally quite like this as I think it's more realistic. In RL, there are/were civilisations which ''started'' in the middle of some jungle, desert, or icy wilderness, and for much of history these people were woefully unadvanced until the Europeans arrived and traded some techs for their luxury resources. Why shouldn't it be the same in civ/FFH?