Which map type works best with FfH

I used to play exactly those settings with the addition of End of winter as I like the flavour of it, though it can upset your initial placement choice, as the proposed 2nd or 3rd city postion finally reveals itself to be desert :(

I would choose snaky continents (from Archipelago menu) and rocky terrain as this combo tends to provide bottlenecks and narrow passes which can turn out to be very strategic later.

I too then discovered "Creation" and that does it for me, the only prob with it is the world is flat and can't be circumnavigated, but that's far outweighed by the improved game experience.

Hat's off to Cephalo on that one :goodjob:

Thanks for the compliment! If you are looking for a more 'earthlike' game of FFH with large oceans, continents, etc., you might try my other script PerfectWorld(see sig). If you edit the script you can turn off the 'new world' functionality which doesn't really suit FFH very well. The only problem is this map won't respect starting terrain preferences like Creation will.
 
Nikis-Knight's Erebus if 030 worked :rant:

Hrm, it worked for me just now; patch h too. Lemme know what the problem is and I'll *try* to fix it?

For my random maps, I usually just stick to pangea, with natural shorelines. No extra resources (but then, that option can mess up reagents). Enough variety in the shorelines to be interesting, but no boats required.
 
I alternate between tiny overcrowded (15 civ) flat maps and huge empty (4 civ) Terra maps. I enjoy a late game "New World" to explore, especially when it's filled with barbarians by the time I get there. From an RP perspective it's like I'm funding heroic expeditions into the uncharted wild-lands. On the other hand, Tiny+Overcrowded=becomes exciting quick, and on that scale it's more realistic to consider them to be tiny kingdoms feuding over the passes and fertile valleys (highlands/scattered-clustered peaks) or city states competing renaissance style (great plains).
 
I've recently started playing inland sea, as that's a pretty fair map for everyone, and it keeps the game interesting once everyone is expanded.

I tried an inland sea the other night for the first time. (all these years and never played the "flat" maps!)

I found it interesting, but I didn't care much for the "torus" feel where I was sandwiched between two other civs. I know, probably not that different from a "normal" map but it felt odd.

It does satisfy the need in FFH to have a pretty land-heavy game...but...

I *really* enjoyed my last domination game when I beelined to Obsidian Gates so that I could have a "strike force" that pushed deep into enemy territory and the garrison troops were being churned out at home and popping out of the gates into newly conquered cities! very satisfying not to have those hugely long "supply lines".
 
speaking of editing scripts and changing options like ice age adn such.. I assume that's done in some .py or .xml file in the directory.. "living world" and such?

I can certainly do that, but it'd be nice to have that available as a dialog at game start time along with world size, temperate & sea level...so I wouldn't have to edit the files whenever I start a game (assuming I don't want to always play the same style game)
 
speaking of editing scripts and changing options like ice age adn such.. I assume that's done in some .py or .xml file in the directory.. "living world" and such?

I can certainly do that, but it'd be nice to have that available as a dialog at game start time along with world size, temperate & sea level...so I wouldn't have to edit the files whenever I start a game (assuming I don't want to always play the same style game)
Just use a custom game rather than the Play Now menu choice :)
 
Creation by cephalo works pretty well for me too :goodjob:
 
Thanks for the compliment! If you are looking for a more 'earthlike' game of FFH with large oceans, continents, etc., you might try my other script PerfectWorld(see sig). If you edit the script you can turn off the 'new world' functionality which doesn't really suit FFH very well. The only problem is this map won't respect starting terrain preferences like Creation will.

I like the Creation script idea alot, but its a little too chokepointy for my tastes...
 
You really ought to try Creation mapscript :) It is pretty enjoyable, especially if you like chokepoints.

What's a mapscript and where can I get them?

Also, I'd like to seek opinions whether you guys enable or disable Technology Brokering in your games. Does it break/make games?

There's also an option that "Adds bonuses". By bonuses, do they mean more resources in the map? Or the bonuses you receive via resources? Or something else?
 
You can edit the Python for the Creation script (VERY well documented) to "soften the peaks" so that there are more gaps between the mountain ranges. Starts to feel a bit more patchwork quilt then though since it makes it more obvious when the land transitions from solid grass to solid plains.

@desemondez: It is in the "Maps & Scenarios" Subforum. Currently one of the 10 most recent threads.

Blessing of Armatheon (more bonuses) means more cows, sheep, iron, copper.... those things.
 
What's a mapscript and where can I get them?

Also, I'd like to seek opinions whether you guys enable or disable Technology Brokering in your games. Does it break/make games?

There's also an option that "Adds bonuses". By bonuses, do they mean more resources in the map? Or the bonuses you receive via resources? Or something else?
I always play with no tech brokering, I like to be able to trade away techs but I don't like the AI constantly trading every tech with everybody so this is a happy medium for me. With FfH specifically it works well and helps avoid the situation where every civ has tech from all of the different 'branches' in the early and mid game.

Bonuses are resources, so by more bonuses they mean more resources.
 
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