View Full Version : Rhye's converted earth map (advanced)
Jun 11, 2011, 07:32 AM
So I have taken some prework from other great guys of this forums and made a more advanced version of Rhye's converted earth map. It is acually cool that the unique abilities really help the civs on their true starting positions. I find this one quite immersive.
- large map
- very rich with ressouces which is necessary for balancing the little space of many civs. Espeacially boosted south america, the Pacific, Siberia and most starting positions.
- more dynamic start (except for the civs of the new world, every civ start with a worker and 100 culture as well as animal husbandry+trapping)
- all natural wonders (grand mesa --> ayers rock)
- game start: 4000 B.C.
- 7 city states (those where the competition for land is not that high)
included civs: 22 at their true starting positions, including all dlc (polynesia starts at new zealand for balancing purposes; vikings in sweden)
not included: ottomans (sry, sully too little space for you); amerika (kills immersion)
misc: new world civs have intentionally less good starting positions, no techs to start with, no culture and no worker
I think its advantagous to combine this szenatio with some mods. I propose minimal city distance=2 and lower city defense (Since my modding skills are limited I downloaded something and changed it by hand with the text editor).
I would be really glad if someone tries this and proposes some more good mods.
Jun 13, 2011, 04:27 PM
_v3: since ressources are used a lot differently in 5, I have added a lot of fish, and other food-ressources - also some oil.
game start set back to 4000 - didnt like it that the game ended in 3000 a.d.
personalities are now at random - in the hope of flavoring things
thought off turning off cultural victory, becoz some civs will try to do this and will not settle much but I left it. Diplo is turned off anyway becoz there is virtually no way of winning like that.
_v4: once you finish a map, they include another ressource... added stone
some improvements for european civs. since they have really little space, they need a lot of ressources to balance it out.
deleted iron and horses from americas. the first advanced unit the native american civs will have are musketeers. i hope they will have bad units when they are discovered - but due to the space they are given they will have a real chance in the long run.
_5: Added the city states of Carthage and Kinshasa in order to prevent Songhai from expanding into the jungle and getting a science MONSTER
I found the livable space in northern russia and northern canada to be too big. Added more snow and tunra tiles and deleted some forrests
Included the continent-specific graphics
Jun 18, 2011, 04:32 PM
I will try this, will feedbacking soon !
Jun 19, 2011, 05:26 AM
First feedback : it seems that minimal between two cities is two hexagons...
The game seems not permitting 1 or 0 zero tile(s) separation...
Jun 21, 2011, 04:16 PM
Denmark in Sweden? What? That kills immersion way more than America could ever do (Which, actually, never has. Its no different than seeing Aztecs with Nukes, but no one complains about that)
Jun 25, 2011, 12:36 AM
You misread, Vikings are in Sweden. Denmarks are not on the Map :P
Apart from this: You can only place 22 civs on the map - there are 24. One has to choose and since Iroqouis are placed on the east coast of the continent alrdy... And common, when you discover America you dont want to meet Washington?!
Jun 25, 2011, 02:21 PM
Your map is good ! I will try it with MedMod VI v7 from WesW
Jun 27, 2011, 12:12 AM
What does the mod do??
Jun 28, 2011, 06:02 AM
This mod do rebalancing, and add few of new stuff...
Minimalist change, not adding too much...
By example, Harbors have now +25% gold in cities there are built...
Some change also...
It is recommended to play on large maps because 4 tiles separation between cities...
But, personally i play on small maps with 2 tiles separation and 22 civs, less hard for my little computer...
Jul 01, 2011, 05:17 AM
_v4 uploaded - description above
I would really like to have feedback for improvements
Jul 15, 2011, 04:29 AM
A playthru on emperor showed me that the latest version works as to how far evolved the indians in america are when they are found. Also the Inca only settle the west coast of south america now for a very long time.
Nov 17, 2011, 04:53 AM
TSL City states are needed esp. Geneva - Switzerland(This map has much bigger Europe than others Earth but no major citystate in Europe ?)
Russian start location should be abit up to the north left
Siamese start location should be 2 hex up north left, look Sukothai up on the map or just put it at modern Bangkok location if you want it to connected to the sea incase of European visits. (The current is Khmer Empire)
Make a version without Viking, Polynesia DLC and put citystate there instead.
Make a version with American civilization exist in accurate location and give them 2 horses since they brought it from Europe
Aztec, Incas, Iroquis make the Conquest of New World strategy really impossible. America was already taken 80% when I got there (I was the first one.).
So I suggest putting major citystate is better and let the European fight the barbs and perfrom diplomacy with the citystate
Turn off quick combat (it really ruins civ5)
Remove Babylon and put Ottoman instead at Ankara position
IMO. Askia isn't necessarily, if you want the European to be major power. With all central Africa resources he could own the world.
Atlast, more civs isn't alwats a good idea sometimes you just want the major civs in order to avoid late game lag and a little history realistic, which citystate can really solve this issue.
So far so good. CHEERS :)
Apr 20, 2012, 02:30 AM
Apologies for a stupid question, but is this supposed to go to the mods or the maps folder? I originally placed this under mods, and the game recognized the 2 hexes mod, but not the map. I then copied the map file and placed in under maps. Now it showed up in the maps menu at the game set up, but didn't allow me to choose a leader and crashed when I started game.
Edited: turns out the problem was just that another, apparently conflicting, mod was enabled at the time. All is well, and the map is great!
Apr 22, 2012, 09:15 PM
This is maps folder.
EDIT: You answered this question for yourself.
Jun 25, 2012, 12:01 PM
Any plans of making this compatible with G&K? At least I guess it isn't compatible, as the game now crashes every time I try to start a new game with this map.
Jun 29, 2012, 09:22 AM
At least not at the moment! But if you want to do it yourself, then just go ahead :)