Modding maps with a text editor

The_J

Say No 2 Net Validations
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This is (or should become) a translation of the german tutorial version, which can be found here.
At the moment it's later here, so i've only translated the last part, because there's an active thread with this question. The rest i'll translate in the next time. Also please forgive me typos and grammar mistakes, like said, it's late right now here. Just quote the faulty words/sentences to show me the problems, if you find some.

----------------------------------------------------

This tutorial should show you the possibilities for map modding, which you don't have with the world builder, and should answer other often asked questions in the area of map modding.


Needed software: Nothing special is needed. Winzip, if it's not already installed, or if no other alternatives (WinRar, 7zip) are there.
Needed time: Not more than 30 minutes, probably less.
Needed abilities: Nothing special is needed.


Contents:

Credits for help: veBear for helpful comments, phungus for compiling the 50 civs .dll.


Exchanging civilizations
Prerequisite: A map with preset civilizations
Goal: You want to exchange one of these civs against another one.

1) Take the wanted map, open it with a text editor. This means, you make a right click on the map, go to "open with" and choose there wordpad or notepad (or any text editor with is available for you; the both mentioned to are preinstalled on every Windows version). Do NOT click in the box "always open this file with that program".

2) Search for the civilization you want to exchange, e.g. CIVILIZATION_GERMANY. You can look up how the names exactly are in Beyond The Sword\Assets\XML\Civilizations\CivilizationInfos.xml, same for leaders.

This civilization entry looks then somehow like this one here:
Spoiler :

PHP:
BeginPlayer
	Team=1
	LeaderType=LEADER_CHARLEMAGNE
	LeaderName=TXT_KEY_LEADER_CHARLEMAGNE
	CivDesc=TXT_KEY_CIV_HOLY_ROMAN_DESC
	CivShortDesc=TXT_KEY_CIV_HOLY_ROMAN_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_HOLY_ROMAN_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_HolyRomanEmpire.dds
	WhiteFlag=0
	CivType=CIVILIZATION_HOLY_ROMAN
	Color=PLAYERCOLOR_DARK_LEMON
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=22, StartingY=18
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer

How you can see, this is the holy roman empire.
Now we want to exchange it against germany. To do that, we have to edit the following parts:
Spoiler :

PHP:
	LeaderType=LEADER_CHARLEMAGNE
	LeaderName=TXT_KEY_LEADER_CHARLEMAGNE
	CivDesc=TXT_KEY_CIV_HOLY_ROMAN_DESC
	CivShortDesc=TXT_KEY_CIV_HOLY_ROMAN_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_HOLY_ROMAN_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_HolyRomanEmpire.dds
	WhiteFlag=0
	CivType=CIVILIZATION_HOLY_ROMAN
	Color=PLAYERCOLOR_DARK_LEMON
	ArtStyle=ARTSTYLE_EUROPEAN

1. is the leader
2. is the Name of the leader, out of the XML files
3/4/5. is the description of the civilization, out of the XML files.
6. is the used flag
7. you can ignore
8. is the civilization
9. is the player colour
10. is the graphical representation of the cities

To exchange the holy romans to germany, you have to look up in Beyond The Sword\Assets\XML\Civilizations\CivilizationInfos.xml, how these things are for germany. Missing tags you can either find in Beyond The Sword\Assets\XML\Civilizations\LeaderheadInfos.xml or Beyond The Sword\Assets\XML\Art\ArtDefines_Civilizations.xml.
Okay, in CivilzationInfos we can see now:
Spoiler :

PHP:
		<CivilizationInfo>
			<Type>CIVILIZATION_GERMANY</Type>
			<Description>TXT_KEY_CIV_GERMANY_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_GERMANY_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_GERMANY_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_GERMANY_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_GRAY</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_GERMANY</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>

[...]

			<Leaders>
				<Leader>
					<LeaderName>LEADER_FREDERICK</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
				<Leader>
					<LeaderName>LEADER_BISMARCK</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>

and now you change the mentioned entries, so that they look like this:

Spoiler :

PHP:
	LeaderType=LEADER_FREDERICK
	LeaderName=TXT_KEY_LEADER_FREDERICK
	CivDesc=TXT_KEY_CIV_GERMANY_DESC
	CivShortDesc=TXT_KEY_CIV_GERMANY__SHORT_DESC
	CivAdjective=TXT_KEY_CIV_GERMANY_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_HolyRomanEmpire.dds
	WhiteFlag=0
	CivType=CIVILIZATION_GERMANY
	Color=PLAYERCOLOR_GRAY
	ArtStyle=ARTSTYLE_EUROPEAN

Then you save it, and the civ is exchagned, done.

How you've probably noticed, i didn't exchange the flag.
And that's quite no problem.
At this place, you can produce nice nonsense :). You can create an indian Mansa Musa with european looking cities and a japanese flag, this will work. Additionally, there's no limit how often a civ can appear, you can put in the same civ 18 times, if you want to.

Additional note (thanks veBear):
Only the entries for LeaderType and CivType are needed. You can delete the rest and only set these two, the game will automatically get them when you start the map.
Example can be found later in the thread, please see here.




Changing names of civilizations and leaders
Prerequisite: A map with preset civs
Goal: The name of a leader and a civ should be changed without changing the civilization itself.


1) Take the wanted map, open it with a text editor. This means, you make a right click on the map, go to "open with" and choose there wordpad or notepad (or any text editor with is available for you; the both mentioned to are preinstalled on every Windows version). Do NOT click in the box "always open this file with that program".

2) Search for the civilization you want to exchange, e.g. CIVILIZATION_GERMANY. You can look up how the names exactly are in Beyond The Sword\Assets\XML\Civilizations\CivilizationInfos.xml, same for leaders.

An entry for a civ then looks e.g. like this:
Spoiler :

PHP:
BeginPlayer
	Team=1
	LeaderType=LEADER_CHARLEMAGNE
	LeaderName=TXT_KEY_LEADER_CHARLEMAGNE
	CivDesc=TXT_KEY_CIV_HOLY_ROMAN_DESC
	CivShortDesc=TXT_KEY_CIV_HOLY_ROMAN_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_HOLY_ROMAN_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_HolyRomanEmpire.dds
	WhiteFlag=0
	CivType=CIVILIZATION_HOLY_ROMAN
	Color=PLAYERCOLOR_DARK_LEMON
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=22, StartingY=18
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer

Like you can see, you have the holy roman empire of german nation.
But this should not stay so, we'll change it to Otto I of germany (just as an example)

You have to chagne the following entries...:
PHP:
	LeaderName=TXT_KEY_LEADER_CHARLEMAGNE
	CivDesc=TXT_KEY_CIV_HOLY_ROMAN_DESC
	CivShortDesc=TXT_KEY_CIV_HOLY_ROMAN_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_HOLY_ROMAN_ADJECTIVE

So that here only text is displayed
PHP:
	LeaderName=Otto I
	CivDesc= German Empire
	CivShortDesc= Germany
	CivAdjective=german

and then you save, and see: Oh, Charlemange is now Otto I. He looks like before, the civ is still the same, only the names have changed.

This can be applied for scenarios, so that you don't have to change things in your mod when you want to model a special situation.




Clean up a map from preset civilizations
Prerequisite: You have a map with 18 preset civilizations (without cities)
Goal: You want to be able to play the map with random civilizations.

1) Take the wanted map, open it with a text editor. This means, you make a right click on the map, go to "open with" and choose there wordpad or notepad (or any text editor with is available for you; the both mentioned to are preinstalled on every Windows version). Do NOT click in the box "always open this file with that program".

2) Scroll a bit down, until you see the entries for the teams, e.g. like this one here:
PHP:
BeginTeam
	TeamID=0
	Tech=TECH_MYSTICISM
	Tech=TECH_HUNTING
	ContactWithTeam=0
	RevealMap=0
EndTeam

You will find entries from 0-17, afterwards you will find the civilization entries, like for example this ne here:
Spoiler :

PHP:
BeginPlayer
	Team=0
	LeaderType=LEADER_BOUDICA
	LeaderName=Boudicca
	CivDesc=TXT_KEY_CIV_CELT_DESC
	CivShortDesc=TXT_KEY_CIV_CELT_SHORT_DESC
	CivAdjective=TXT_KEY_CIV_CELT_ADJECTIVE
	FlagDecal=Art/Interface/TeamColor/FlagDECAL_CelticCross.dds
	WhiteFlag=0
	CivType=CIVILIZATION_CELT
	Color=PLAYERCOLOR_LIGHT_ORANGE
	ArtStyle=ARTSTYLE_EUROPEAN
	PlayableCiv=1
	MinorNationStatus=0
	StartingGold=0
	StartingX=43, StartingY=4
	StateReligion=
	StartingEra=ERA_ANCIENT
	RandomStartLocation=false
	CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
	CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
	CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
	CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
	CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
	Handicap=HANDICAP_NOBLE
EndPlayer

They have also numbers from 0-17.
You have to exchange these entries against "empty" entries.
An emptry entry for a team looks like this:
PHP:
BeginTeam
	TeamID=0
	ContactWithTeam=0
	RevealMap=0
EndTeam

An empty entry for a civilization looks like this:
PHP:
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer

These entries then sure again have to be nummered from 0-17.

The best thing here is to exchange all the entries directly against the entries from an "empty" map, which you can find here in the spoiler (just copy the entries out and paste them in your map instead of the old ones):
Spoiler :

PHP:
BeginTeam
	TeamID=0
	ContactWithTeam=0
	RevealMap=0
EndTeam
BeginTeam
	TeamID=1
	ContactWithTeam=1
	RevealMap=0
EndTeam
BeginTeam
	TeamID=2
	ContactWithTeam=2
	RevealMap=0
EndTeam
BeginTeam
	TeamID=3
	ContactWithTeam=3
	RevealMap=0
EndTeam
BeginTeam
	TeamID=4
	ContactWithTeam=4
	RevealMap=0
EndTeam
BeginTeam
	TeamID=5
	ContactWithTeam=5
	RevealMap=0
EndTeam
BeginTeam
	TeamID=6
	ContactWithTeam=6
	RevealMap=0
EndTeam
BeginTeam
	TeamID=7
	ContactWithTeam=7
	RevealMap=0
EndTeam
BeginTeam
	TeamID=8
	ContactWithTeam=8
	RevealMap=0
EndTeam
BeginTeam
	TeamID=9
	ContactWithTeam=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=10
	ContactWithTeam=10
	RevealMap=0
EndTeam
BeginTeam
	TeamID=11
	ContactWithTeam=11
	RevealMap=0
EndTeam
BeginTeam
	TeamID=12
	ContactWithTeam=12
	RevealMap=0
EndTeam
BeginTeam
	TeamID=13
	ContactWithTeam=13
	RevealMap=0
EndTeam
BeginTeam
	TeamID=14
	ContactWithTeam=14
	RevealMap=0
EndTeam
BeginTeam
	TeamID=15
	ContactWithTeam=15
	RevealMap=0
EndTeam
BeginTeam
	TeamID=16
	ContactWithTeam=16
	RevealMap=0
EndTeam
BeginTeam
	TeamID=17
	ContactWithTeam=17
	RevealMap=0
EndTeam
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=1
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=2
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=3
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=4
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=5
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=6
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=7
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=8
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=9
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=10
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=11
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=12
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=13
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=14
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=15
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=16
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=17
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer

save the map, done.

Additional note (thanks veBear): The team lines are not really needed, you can let them out, the game will automatically get the needed information when you load the map.




Making Vanilla/Warlords maps compatible with Beyond The Sword
Prerequisite: You have a Vanilla/Warlords map
Goal: You want to play it in Beyond The Sword.

What has to be done? Nothing :D.
If you've put the Vanilla/Warlords map into the right folder (standard path is C:\Program Files\Firaxis Games\Civilization 4\PublicMaps, bzw. C:\Program Files\Firaxis Games\Civilization 4\Warlords\PublicMaps), then you should be directly able to play them, if you enter the "scenarios" menu in Beyond The Sword.




Maps with more than 18 civilizations/making maps compatible
Prerequisite: You have a map with 18 not preset civilzations, without cities, without barbarians on the map.
Goal: You want to play it with more than 18 civilizations.

1) Civilization 4 does only support maps with only 18 civilizations. To play with more, you need a mod.
To do that, go to C:\Program files\Firaxis Games\Civilization 4\Beyond The Sword\Mods (this is the standard path and can differ for Vista/Win 7, also when you installed civilization somewhere else) and create there a new folder, name e.g. "MyNewMod". In this folder, you create another folder "Assets", and you copy this file in that folder.
Attention: This is a .zip-file. It has to be unpacked, you can use Winzip (no payment needed) to do it. It should be preinstalled on most computers.. WinRar or 7zip will work, too.
Attention: This mod needs the patch 3.19 and will not work with any other patch.
Attention: This mod does not work on a Mac.

2) Take the wanted map, open it with a text editor. This means, you make a right click on the map, go to "open with" and choose there wordpad or notepad (or any text editor with is available for you; the both mentioned to are preinstalled on every Windows version). Do NOT click in the box "always open this file with that program".

3) Scroll down, and you will see the entries for the teams, which look like this:
PHP:
BeginTeam
	TeamID=0
	ContactWithTeam=0
	RevealMap=0
EndTeam

Beneath you'll find the civilization entries, e.g. like this one here:
PHP:
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer

All entries have numbers from 0-17 (= 18 civilizations).
To make this map compatible with the more-civs-mod, you have to add entries to all the civilzations until the maximum (in this case 50; this is set by the mod you have downloaded) is reached, so that at the end you should have entries from 0-49 (if the maximum was 30, then you would have 0-29, and so on).

You can just copy one of the existing entries, and change the number, and do this over and over again, until you have the entries until 49.
Or you can just paste in already done entries, like the ones in the spoiler here.:

Spoiler :

PHP:
BeginTeam
	TeamID=0
	ContactWithTeam=0
	RevealMap=0
EndTeam
BeginTeam
	TeamID=1
	ContactWithTeam=1
	RevealMap=0
EndTeam
BeginTeam
	TeamID=2
	ContactWithTeam=2
	RevealMap=0
EndTeam
BeginTeam
	TeamID=3
	ContactWithTeam=3
	RevealMap=0
EndTeam
BeginTeam
	TeamID=4
	ContactWithTeam=4
	RevealMap=0
EndTeam
BeginTeam
	TeamID=5
	ContactWithTeam=5
	RevealMap=0
EndTeam
BeginTeam
	TeamID=6
	ContactWithTeam=6
	RevealMap=0
EndTeam
BeginTeam
	TeamID=7
	ContactWithTeam=7
	RevealMap=0
EndTeam
BeginTeam
	TeamID=8
	ContactWithTeam=8
	RevealMap=0
EndTeam
BeginTeam
	TeamID=9
	ContactWithTeam=9
	RevealMap=0
EndTeam
BeginTeam
	TeamID=10
	ContactWithTeam=10
	RevealMap=0
EndTeam
BeginTeam
	TeamID=11
	ContactWithTeam=11
	RevealMap=0
EndTeam
BeginTeam
	TeamID=12
	ContactWithTeam=12
	RevealMap=0
EndTeam
BeginTeam
	TeamID=13
	ContactWithTeam=13
	RevealMap=0
EndTeam
BeginTeam
	TeamID=14
	ContactWithTeam=14
	RevealMap=0
EndTeam
BeginTeam
	TeamID=15
	ContactWithTeam=15
	RevealMap=0
EndTeam
BeginTeam
	TeamID=16
	ContactWithTeam=16
	RevealMap=0
EndTeam
BeginTeam
	TeamID=17
	ContactWithTeam=17
	RevealMap=0
EndTeam
BeginTeam
	TeamID=18
	ContactWithTeam=18
	RevealMap=0
EndTeam
BeginTeam
	TeamID=19
	ContactWithTeam=19
	RevealMap=0
EndTeam
BeginTeam
	TeamID=20
	ContactWithTeam=20
	RevealMap=0
EndTeam
BeginTeam
	TeamID=21
	ContactWithTeam=21
	RevealMap=0
EndTeam
BeginTeam
	TeamID=22
	ContactWithTeam=22
	RevealMap=0
EndTeam
BeginTeam
	TeamID=23
	ContactWithTeam=23
	RevealMap=0
EndTeam
BeginTeam
	TeamID=24
	ContactWithTeam=24
	RevealMap=0
EndTeam
BeginTeam
	TeamID=25
	ContactWithTeam=25
	RevealMap=0
EndTeam
BeginTeam
	TeamID=26
	ContactWithTeam=26
	RevealMap=0
EndTeam
BeginTeam
	TeamID=27
	ContactWithTeam=27
	RevealMap=0
EndTeam
BeginTeam
	TeamID=28
	ContactWithTeam=28
	RevealMap=0
EndTeam
BeginTeam
	TeamID=29
	ContactWithTeam=29
	RevealMap=0
EndTeam
BeginTeam
	TeamID=30
	ContactWithTeam=30
	RevealMap=0
EndTeam
BeginTeam
	TeamID=31
	ContactWithTeam=31
	RevealMap=0
EndTeam
BeginTeam
	TeamID=32
	ContactWithTeam=32
	RevealMap=0
EndTeam
BeginTeam
	TeamID=33
	ContactWithTeam=33
	RevealMap=0
EndTeam
BeginTeam
	TeamID=34
	ContactWithTeam=34
	RevealMap=0
EndTeam
BeginTeam
	TeamID=35
	ContactWithTeam=35
	RevealMap=0
EndTeam
BeginTeam
	TeamID=36
	ContactWithTeam=36
	RevealMap=0
EndTeam
BeginTeam
	TeamID=37
	ContactWithTeam=37
	RevealMap=0
EndTeam
BeginTeam
	TeamID=38
	ContactWithTeam=38
	RevealMap=0
EndTeam
BeginTeam
	TeamID=39
	ContactWithTeam=39
	RevealMap=0
EndTeam
BeginTeam
	TeamID=40
	ContactWithTeam=40
	RevealMap=0
EndTeam
BeginTeam
	TeamID=41
	ContactWithTeam=41
	RevealMap=0
EndTeam
BeginTeam
	TeamID=42
	ContactWithTeam=42
	RevealMap=0
EndTeam
BeginTeam
	TeamID=43
	ContactWithTeam=43
	RevealMap=0
EndTeam
BeginTeam
	TeamID=44
	ContactWithTeam=44
	RevealMap=0
EndTeam
BeginTeam
	TeamID=45
	ContactWithTeam=45
	RevealMap=0
EndTeam
BeginTeam
	TeamID=46
	ContactWithTeam=46
	RevealMap=0
EndTeam
BeginTeam
	TeamID=47
	ContactWithTeam=47
	RevealMap=0
EndTeam
BeginTeam
	TeamID=48
	ContactWithTeam=48
	RevealMap=0
EndTeam
BeginTeam
	TeamID=49
	ContactWithTeam=49
	RevealMap=0
EndTeam

BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=1
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=2
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=3
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=4
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=5
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=6
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=7
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=8
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=9
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=10
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=11
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=12
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=13
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=14
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=15
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=16
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=17
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=18
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=19
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=20
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=21
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=22
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=23
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=24
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=25
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=26
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=27
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=28
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=29
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=30
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=31
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=32
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=33
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=34
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=35
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=36
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=37
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=38
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=39
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=40
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=41
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=42
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=43
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=44
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=45
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=46
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=47
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=48
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=49
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer

After you've pasted these entries in, you save the map, copy it over to "MyNewMod\PublicMaps", you start Civilization 4, start "MyNewMod", go to "Custom Scenario", search for your map, choose the number of AI civilizations (between. 1-49), and start it, done :).
 
Attention: This mod needs the patch 3.19

So those of us who don't have BtS are screwed?
 
Oh, you don't have it?

No, you're not really scewed, but it's a bigger effort.
If you've looked into the download, there's only one file in it, the CvGameCoreDll. This file is an essential part of Civ, and to enable more than 18 civs, you have to change one number in one of the files in the CvGameCoreDll subfolder (but i have no idea where or what exactly) in your civilization folder, and then you have to go through all this here to create a new CvGameCoreDll with more than 18 civs.
So you can do this yourself, but it will take some time.
 
For a blank/ random map, I don't think you even need the BeginTeam lines. This is what the beginning of one of my maps looks like, and I think it works fine:

Spoiler :
Code:
Version=11
BeginGame
	Calendar=CALENDAR_DEFAULT
	GameTurn=0
	StartYear=-4000
	Description=
	ModPath=
EndGame
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=1
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=2
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=3
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=4
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=5
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=6
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=7
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=8
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=9
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=10
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=11
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=12
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=13
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=14
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=15
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=16
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=17
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
 
For a blank/ random map, I don't think you even need the BeginTeam lines. This is what the beginning of one of my maps looks like, and I think it works fine:

Spoiler :
Code:
Version=11
BeginGame
	Calendar=CALENDAR_DEFAULT
	GameTurn=0
	StartYear=-4000
	Description=
	ModPath=
EndGame
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=1
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=2
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=3
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=4
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=5
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=6
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=7
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=8
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=9
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=10
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=11
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=12
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=13
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=14
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=15
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=16
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer
BeginPlayer
	Team=17
	LeaderType=NONE
	CivType=NONE
	RandomStartLocation=true
EndPlayer

:think: i've also somewhen seen this, but i think it causes problems in the "custom scenario" menu, but i'm not sure at the moment.
With the team section it's in every case saver, you never know if it could produce unexpected site effects.

But thanks for mentioning :).
 
Here is a much easier version to do the changing of civ:
Spoiler :
Instead of:
Code:
    LeaderType=LEADER_FREDERICK[COLOR="Red"]
    LeaderName=TXT_KEY_LEADER_FREDERICK
    CivDesc=TXT_KEY_CIV_GERMANY_DESC
    CivShortDesc=TXT_KEY_CIV_GERMANY__SHORT_DESC
    CivAdjective=TXT_KEY_CIV_GERMANY_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDECAL_HolyRomanEmpire.dds
    WhiteFlag=0[/COLOR]
    CivType=CIVILIZATION_GERMANY[COLOR="Red"]
    Color=PLAYERCOLOR_GRAY
    ArtStyle=ARTSTYLE_EUROPEAN  [/COLOR]

Simply delete the red marked lines, as the game will hunt out these automatically when starting the scenario out of the civ and LH listed. Good for reduing size ;)

Example:
Code:
    LeaderType=LEADER_FREDERICK
    CivType=CIVILIZATION_GERMANY

The same can be done to the whole thing:
Spoiler :
From:
Code:
BeginPlayer
    Team=1
    LeaderType=LEADER_CHARLEMAGNE[COLOR="Red"]
    LeaderName=TXT_KEY_LEADER_CHARLEMAGNE
    CivDesc=TXT_KEY_CIV_HOLY_ROMAN_DESC
    CivShortDesc=TXT_KEY_CIV_HOLY_ROMAN_SHORT_DESC
    CivAdjective=TXT_KEY_CIV_HOLY_ROMAN_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDECAL_HolyRomanEmpire.dds
    WhiteFlag=0[/COLOR]
    CivType=CIVILIZATION_HOLY_ROMAN[COLOR="Red"]
    Color=PLAYERCOLOR_DARK_LEMON
    ArtStyle=ARTSTYLE_EUROPEAN[/COLOR]
    PlayableCiv=1
    MinorNationStatus=0
    StartingGold=0
    StartingX=22, StartingY=18[COLOR="Red"]
    StateReligion=
    StartingEra=ERA_ANCIENT[/COLOR]
    RandomStartLocation=false[COLOR="Red"]
    CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
    CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
    CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
    CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
    CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM[/COLOR]
    Handicap=HANDICAP_NOBLE
EndPlayer

To:
Code:
BeginPlayer
    Team=1
    LeaderType=LEADER_CHARLEMAGNE
    CivType=CIVILIZATION_HOLY_ROMAN
    PlayableCiv=1
    MinorNationStatus=0
    StartingGold=0
    StartingX=22, StartingY=18
    RandomStartLocation=false
    Handicap=HANDICAP_NOBLE
EndPlayer

Think that should be mentioned just for smimplicity. Else a wery good tutorial :goodjob:

PS.
You should also mention that you can use the textfile to rename leaders and civs on that specific scenario only. There are so much to mention about that civ part ;)
 
And for that thing discussed over here, as long as there are pre-defined civs (civ...=NONE), then there is no need for the BeginTeam lines. This is because they will not require the information there, as they for example will automatically get all the startingtechnologies they are to have. That is how I have done it on all my random maps, and if you check my Map Thread (link in signature) you will see that that is most of them.
But if you have pre-defined civs, then you should use them, as if you do not, then they will have no starting tech.
 
It's a nice tutorial though. I'm sure it will help a lot of people ;)
 
I tried to create one where there were 34 civs and I made a map that is compatable but when I go into custom scenario I can't add any extra civs to a 18 civ earth map I created when it can hold up to 34. There's an extra slot where I could add one but won't let click it or any other civs. I just want to add the bts civs to the original earth 18 civ scenario. I tried this method and I haven't made any progress. I am pretty new at this but I followed the instructions thoroughly. Either I did something wrong or I'm using the wrong method.
 
SuperClass1, you could try to add temporarily something like that to the CvEventManager.py

Code:
if (theKey == int(InputTypes.KB_J) and self.bShift and self.bCtrl):
	game.addPlayer (19, gc.getInfoTypeForString("LEADER_VICTORIA"), gc.getInfoTypeForString("CIVILIZATION_ENGLAND"))
	game.addPlayer (20, gc.getInfoTypeForString("LEADER_MONTEZUMA"), gc.getInfoTypeForString("CIVILIZATION_AZTEC"))

I did that on a smaller map, when it won't let click me on an extra slot ...

[
# CyGame()
# VOID addPlayer (PlayerType eNewPlayer, LeaderHeadType eLeader, CivilizationType eCiv)
# void (int eNewPlayer, int eLeader, int eCiv)
]
 
Is it possible to add fresh water tiles to the map? I've tried looking at randomly generated maps where I knew where fresh water lakes were, then checked in the text editor, but there is no obvious indicator that a given x, y coordinate is fresh water. Yet there must be some way the game engine can read the saved data and apply the fresh water food bonus to the tile.
 
Fresh water is automatically set by the game.
Every coast/ocean part, which is in total smaller than 9 squares (set in XML\GlobalDefines.xml), is considered as fresh water, everything bigger is salty.
So there's no way to do it via the WB :/.
 
Fresh water is automatically set by the game.
Every coast/ocean part, which is in total smaller than 9 squares (set in XML\GlobalDefines.xml), is considered as fresh water, everything bigger is salty.
So there's no way to do it via the WB :/.
Thanks. Disappointing, but knowing is better than continuing a futile search in the WB file! :)
 
Is it possible to edit a map in a such way that there are some preset and some no-preset civilizations on the same map?
 
Not as far as I am aware of, not with standard map modding.
If there's at least one civ preset, the game will only consider such entries and will consider the unset civs as dead/absent, therefore it's not really possible.

You could do something with Python, but that doesn't really belong here and would also be a lot more complicated.

Why exactly do you ask that question? Just curious :).
 
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