SP moved 2 tiles west. River (blue) incorporated plus alternate stretch (light blue) to give u graphical freedom
and some questionmarks around some mountains (to high) in the region. Even though Karakorum is on a high altitude this is a plateau area with wide steppes so lowering mountains to hills mixed with some plains tiles would be more accurate. What do u think?
View attachment 274104
done
Gave this a try recently and have to say it's a much better world map!
Some extra room for improvement though, in particular a helping hand for the "little guys", namely England and Japan. Due to the small starting area they tend to be hit very hard by the random resource allocation, I had to start several new games to get any decent resources for starting an English civilisation, and I expect Japan will have a similar problem, so it might be nice if they can get a more uniform/guaranteed allocation so that they can still thrive with fewer, larger cities. The way it is now I'm having to just tough it out but I'm falling really far behind other civilisations and that's only on Prince difficulty.
Well, I've coded the mechanism to balance this, but I haven't really set the balance value yet...
if you use the "Add specific resources at starting positions" option, england will start with horses, iron and coal (this one being also given by the "Add major deposits of strategic resources" option) if not in the first city radius, at least at 5 or 6 tiles max (and on the UK island, but it could end in Edinburgh territory...)
Using this option Japan start with iron and whales.
But this did not give them any advantage as other civs start with similar resources...
This is set in the CivilizationsRequestedResource.xml file that can be found in the "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\XML\" folder.
The file can be editd with any text editor to your liking.
For example, the entry of England is :
let's help england a bit and replace Kryptonite (just used to test if something could break when setting non vanilla resource, a non-existing resource -or one with typo error- will just not be placed) by silver and add some food :
note that non-strategic resource don't need the <Yield> tag...
save and test
6 is the max number of resource that you can add this way to a civ starting position (yet, don't know if more is needed...)
I will change those value anyway, but feel free to test somes, and as a general note, I'll like to know the results of games on the giant map, who's leading, who's needing boost, etc...
Also, for the UK in particular I'm confused by the presence of plains, I would think really the whole of the UK should be grassland based with hills and forest and the odd mountain range. Scotland in particular is a bit oddly distributed as I can assure you it's pretty damned wet here! Scotland could also do with the addition of the river Forth for placing a city near where Edinburgh should be.
Wales could probably do with a bit of an increase in size as well as it's currently only two or three hexes.
Yes, all niggles related to me wanting to start in the UK, but that's how I like to play Civilisation after all! Was pretty disappointed by the poor earth maps included in the game, and very impressed by this one (or set of maps rather), but if possible it'd be nice to see some of the above tweaks for the UK and Japan if they need it as well since while starting on a small area makes for a trivially defensible position it also greatly limits resources early in the game. I've tried to make the changes myself but I can't get world builder to work properly at all
I wasn't satisfied with the shape of england, but it's really difficult to keep it in scale and interesting to play. I will post a version of the giant map with an oversized uk later for testing. Still some plains, cause I don't like monotonous terrain
I'm curious as well, is it possible to force the game to stop progressing past a certain Era; i.e - restrict what level of the tech tree you can reach, at which point you would only be able to complete that level but proceed no further down (or up if you prefer) the tree? Just curious, as it could be fun to be able to play games that stay at the medieval era for example, by starting on it but progressing no further; makes a science victory impossible of course, but gets more use out of most civ's special units.
Anyway, keep up the great work!
yep, there's already a mod or two to do that I think... They should be compatible with this mod.