Chess Map
Numbers have been selected carefully and intentionally to encourage building within certain regions of the map.
Thematically, the idea is about encouraging players to start with at least one settlement around wood/brick and either expand towards the wheat region (battlefield) or consolidate their defenses.
The blank tiles are for remaining numbers to be distributed similar to how fun maps are currently programmed. This will influence the starting positions slightly and provide some variety to placements.
Row 1 - Fixed resources and number (Sheep and Ore)
Row 2 - Fixed "numbers set" (5 bricks/3 woods distributed randomly along this row for variety)
Row 3 - Fixed resources and "numbers set" (All wood which serves as a barrier)
Row 5&6 - 13 wheats and 3 sheep to be distributed randomly (variety)
Map name: Chess
64 resource tiles (+8 desert tiles) = 72 tiles
12 ports
4 lakes
Suitable for Base (2-4 players)
Comments: 10
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15 Oct, '20
Kero | Panda"Number set" in Row 2/3
Alex mentioned that it's possible to have these numbers rotate within their sections so if that is feasible then I'd suggest that for variety. -
15 Oct, '20
Kero | PandaTotal resources used are:
8 ore, 22 wood, 10 bricks, 13 wheat, 11 sheep
Numbers:
14 (6s and 8s) - all placed on the map
14 (5s and 9s) - all placed on the map
14 (4s and 8s) - 8 placed on map - Remaining: 6 to be placed in blank tiles randomly (If there is the option for these numbers to change per game then fantastic)
14 (3s and 11s) - 4 placed on map - Remaining: 10 to be placed in blank tiles randomly (If there is the option for these numbers to change per game then fantastic) -
15 Oct, '20
Kero | Panda8 (2s and 12s) - 0 placed on the map - Remaining 8 to be placed in blank tiles randomly (Again, if option for these numbers to move around the board)
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15 Oct, '20
Kero | Panda"The remaining 24 numbers can be placed randomly. Rather than being against double pairing, I'd be more keen for no extreme low 12-2 pairings etc. Since that would create low incentive building spots."
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15 Oct, '20
Kero | PandaPast discussion regarding Row 2/3
"@Panda Making the fixed numbers occupy those spots but swap places randomly, is easy with the zone system that Thomassaurus developed." -
15 Oct, '20
Kero | Panda"The only other thing I forgot to mention is that I would want wood ports at the edges of the map."
"I think the way I've laid out the 9s, 8s, 5s and 6s (Within the woodland section) are probably the most reasonably balanced. Of course the numbers you place around them (remaining numbers) will change up starting spots etc as well." -
15 Oct, '20
Kero | Panda" Yes, I got all that from your original board layout. So, the locations where you have the 6's, 8's, and 9's (2nd & 3 rd rows) would have numbers from that set [6,6,8,8,8,9,9,9] on those spots but the numbers would get shuffled. At the bottom (8 th & 9th rows) where the numbers are [5,5,5,6,6,6,8,8], they to would get shuffled but placed on the same set of hex locations.
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15 Oct, '20
Kero | PandaIt would be easiest to leave the 5's and 9's stationary and then suffle the 6's and 8's to be randomly chosen for the rest of the assigned locations for those numbers. In that way it would never end up with any 6-6 or 8-8 pairings."
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15 Oct, '20
Kero | PandaLink to original discussion and map generation process refinement:
https://discordapp.com/channels/605233308577562643/610253823843368980/737095349826486272 -
18 Oct, '20
Kero | PandaJust having a quick glance at my board again:
With regards to row 2 (The 9s and 5s) placement nearby the double sheep. It would actually be a bad idea to have any 6s or 8s on those spots. Currently as it stands 9/5/10 or 5/9/4 are already powerful combinations (4 spots) that will most likely always be taken in the game.
So it's up to you whether you'd want to swap those out with potentially weaker numbers (10s/8s) or just leave it as it is.