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phunny_pharmer
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quote: The strong must conquer the weak. |
quote: No, The wise must conquer the foolish |
Not to disagree, but I think you guys are arguing around each other. Muxec wants to see a different kind of game than Miccofl. Both of you are right!
Add it in as a preference- "equal starting locations." Some of the mods, like DyP, become very unbalanced because certain civs get bad starts. Perhaps (with this option enabled) the editor then can assign a certain number of 'good' terrain tiles to each civ's starting location...
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Todd Hawks
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Very bad idea IMO. I like to explore and I would hate to know exactly that the several parts of the map look exactly the same. And it just doesn't look right.
But of course I wouldn't mind if it was an option... I'd just never use it.
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GI Josh
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Symmetrical is a bad idea - the early turns have a profound impact down the line and part of the strategy is balancing early exploration with other unit production, etc.
However, especially for MP, having roughly equal starting positions is *very* good idea. One way would be that each tile has a certain # of points, which is the sum of its food, production, and commerce points. Depending on the size of the map, if the equalize button was active, each player would have a starting position where the total of all the tiles w/i a certain radius (say 20 tiles) would be within 20% of the average for all players. The computer could simply add extra resource bonuses (e.g. cows) to roughly equalize the areas. Strategic resources would continue to be distributed randomly - for MP, the exhaustion and reappearance rates could be greatly increased, insuring that no player had a huge advantage in strategic resources throughout the game - this would also force players to constantly negotiate/war for changing resource patterns.
In sum, your concern is valid. Symmetrical is bad, roughly equal is good.
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