Double map size?

Unfortunately that would be a terrible amount of work. Just about every RFC effect (stability, spawns, flips, automatic city names, etc) is tied to specific coordinates on the map, which means any change in map size would mean rewriting all of that completely (and take four times more work than the first time around, presumably).

It would also cause a lot of crashes and slowdowns in the late game, probably.
 
No, we'll just keep getting Leoreth to expand various areas by one row/column at a time and sneak a size upgrade in through the back door.
 
It's actually mathematically impossible to increase the length of the edges by a factor of 1.41... ;)
 
It's actually mathematically impossible to increase the length of the edges by a factor of 1.41...

hahaha I meant double the length of the sides.

I am currently working on a modmodmod of SoI, that involves expanding the map 15 tiles to the west (and possibly 5 tiles north and south, i havent decided) and i know how hard RFC modding is. http://forums.civfanatics.com/showthread.php?t=511654

After I finish with SoI, would you mind if I made a modmodmod of this with a bigger map? and if i did, would you include it?
 
This would be an absolute nightmare to balance and get to run, in my opinion. There's a reason why all the Giant Earth Map RFCs have all been abandoned...
 
After I finish with SoI, would you mind if I made a modmodmod of this with a bigger map? and if i did, would you include it?

I would suggest you using the GEM map instead, it is way bigger than RFC, and very accurate. You just need to import and adjust all the RFC-DoC constants and elements that's tied to coordinates like City Name map, Stability, Religion Spread etc.... it will saves you from wasting your time to create a new map :)

I think it shouldn't be included to the main DoC modmod, because unless the computer is awesome, it'll very hard to play in big map.. especially in late game. However, you could release this as a "modmod to RFC that's inspired to DoC", much like DoC's sister :cool:
 
It may be better to use global coodinates instead of game coordinates in the code, the same way it uses years instead of game turns. This will give the ability of multiple map escalations, like the multiple time escalations that exist now.
A double quatrible idiot map (every tile is replaced be the same four times) is quickly feasible IMO.
 
And then you realize ancient turn times are 1 minute.

A quickly way to quadruplicate without any (or many) side effects is changing the coordinates functions like this:

getXY(city)=
....(the orignal code)
X=X/2
Y=Y/2
return X, Y

placeResource(X,Y)=
X=X*2
Y=Y*2
....(the original code)

Replace any tile of the map with four of the same, change the rule of founding cities.
Doubling the movement capabilities of all units (optional, maybe only for the normal speed).
It is a lot work already, but IMO it isn't the amount as much as originally imagined.
Anything else it should be taken into account?
 
After I finish with SoI, would you mind if I made a modmodmod of this with a bigger map? and if i did, would you include it?
Of course I wouldn't mind.
 
Sorry for the bump of this thread - but If I ever do get around to doing this, I will probably use the RFC Classical World Map and just expand it to make it cover the whole world. I like the map and it seems like it's the right scale for DoC.

Just one question. Does anyone know what projection that map uses?
 
srpt, I assume.
 
Why wouldn't viewports work?
 
Maybe they would, I don't know.

I just think they are an ugly solution in general.

They work very very well in the games I've played. They don't break immersion at all, and I got used to them fairly quickly.

Have they been used in mods other than C2C?
 
Not that I know.
 
Back
Top Bottom