FoodWoodGold_Equilibrium_3v3_NillaEdition
Mapremake for Nilla, based on FWG_JBL2017_RandomTeams, Code by AndreiM, with triggers by Onfiregun17
last edited: 08/06/2019
Description:
NR15 or Rushgame with walls in the middle of the map and three obstacles. Every player should only focus on one resource ( , or ). Resources are automatically shared among the teammembers after 2 min. Random Teams possible.
Civ-changes:
Euro-Civs -2 Outposts (5/7)
Dutch ALL: -25 population
French ALL: Cdb limit decreased to 76, you can get 4 villagers from the Cherokee tp.
French ALL: max. Cuirassier build limit 20
French ALL: -10 population
Ottomans ALL: 500 xp start bonus
Ottomans FOOD: +15% farming (send Sustainable Agriculture in age2)
Ottomans GOLD: +25% plantation gathering rate (send Cigar Roller in age2)
Russians ALL: +1 factory (send Factory in age4 to unlock another one)
Russians ALL: max. Oprichnik build limit 15
Russians ALL: Musketeers +20 hp, Strelets +10 hp
Spanish ALL: +1 factory (send Factory in age4 to unlock another one)
Spanish FOOD: +15% farming (send Sustainable Agriculture in age2)
Natives:
Units: 20x Huaminca, 10x Bolas Warrior
Upgrades:
Aztecs: +20% farming and 20% whale gatherrate, Explorerupgrade, Coincrates for x-min
Cherokee: 4 settlers; Dock, Market, Mill, and Plantation improvements cost no Wood
Comanche: 3x Cav upgrades
Cree: 5 Cdb; +5% inf and cav hp
Inca: +20% mining; +20% Inf speed, Unit production -25%
Maya: +10% farming and hunting; +20% melee inf hp
Mapdetails:
size: 500x500, Carolina
6x tp / side à 133 resources
20x whales /side
[spoiler=Military Maximum]
Civ | Food/Wood | Gold | Population nerf | Calculation |
---|---|---|---|---|
British: | 96 | 76 | - | 99v+5=104->96 |
Dutch: | 120/112 | 100/92 | 25 | 50+5=55+25(nerf)=80->120 |
Germans: | 96/56(sw) | 76/36(sw) | - | 99v+5=104->96 |
French: | 105 | 85 | 10 | 76cdb+4v+5cdb=85+10(nerf)=95->105 |
Ottomans: | 96 | 76 | - | 99v+5=104->96 |
Portuguese: | 96 | 76 | - | 99v+5=104->96 |
Russians: | 96 | 76 | - | 99v+5=104->96 |
Spanish: | 96 | 76 | - | 99v+5=104->96 |
4vills overpop with Cherokeeshipment possible (most likely with Dutch if ever used), Dutch can age with 4 vills -> 120/112
Problem: without the population nerf it's nearly impossible to win against a French/French/Dutch civcombination - eg. Team 1 (96+96+76=268), Team 2 (115+115+125=355), 355-268= +87 more population[/spoiler]
[spoiler=Civ-Design comment:]British: +Food buffed* to 45% for the late game instead of sheep
Dutch: Foodcalculation needed, Wood unbuffed atm => unplayable, Gold resource calculation needed, Definitely not the first choice atm with the population nerf, but there are FWG versions with 150 population vs 101 - the problem is that you can afford them with the shared eco for quite a while.
Germans: extra slow deck to nerf the economy; but 99 vills + 20sw(=40 vills)+ 20 boat max. eco potential + Settlerwagon upgrade; unstoppable if they can catch up = slow but op
French: low skill unit Cuirassier nerfed to (max. 20) to make the game more enjoyable, or you encounter Cuirassier spam games especially on lower ranks. -10 population limit to make them less op, no additional Native cards, but still strong units/eco and upgrades
Ottomans: Food buffed* to 45%, Gold buffed from 40% to 65/85%, +25% more whalegathering compared to other civs, slow but free villagerproduction = slightly weaker eco then most civs, slow Production of other Units make them vulnerable, op Abus, the only Civ with +40% Building hp card in the deck
Portuguese: good civ, Food (50% unchanged), Wood, Gold (85%) without churchcard
Russians: good eco/weak units, +1 factory like on TAD, Team-Inf production Upgrade removed, Opri-box too strong therefore max. Opri limit nerfed to 15
Spanish: Fun Civ - only play it to give yourself a handicap and if you have at least +5-10 PR more
Food buffed* to 45%, +1 factory like on TAD, no good units without the Unction card, Rodelero/Lancer best, no good unit-upgrades
With the eco-buff you have at least a chance, if you can outmicro your opponent.
* Food = Food Silos (15%)/Sustainable Agriculture (15%)/Refrigeration (15%) = 45%
* Gold = Rum Destillery (20%)/Cigar Roller (20%)/Textile Mills (25%)/Royal Mint (20%) = 85%
The goal is to make weak civs playable, but not too strong[/spoiler]
Write a pm or in the comments, if you find bugs or have suggestions. v14+ is quite untested and the map size is changed from 400x400 to 500x500.
hf
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other versions:
2v2 NR Nilla/TAD: https://eso-community.net/viewtopic.php?f=33&t=14916
3v3 NR TAD: https://eso-community.net/viewtopic.php?f=33&t=15791
2v2 SUP: https://eso-community.net/viewtopic.php?f=33&t=14322