Fermongu
Warlord
- Joined
- Oct 27, 2017
- Messages
- 199
I like this map a lot, but one thing I didn't like was the great amount of resources, it felt like cheating having cities with resources in all her tiles.
So I decided to go into WorldBuilder and reduce them. But then I decided to tweak here and there, balance resources a bit more, put in unused terrains (principally sea) and more.
This is a list of changes I've made:
- Reduced density of resources overall. Mostly on saturated areas (Europe, India, China, Middle East, Egypt). I think there still are too much resources, but the difference should be very noticeably.
- Placed resources in empty areas (Argentina, Oceania, euroasiatic steppe). Now there's more balance in resource density all over the map.
- Moved and tweaked some resources around (example: lots of mining resources moved from plain and grasslands to nearby hills, but not all)
- Added missing resources (Elephants, Parrots, Manganese, Turquoise, Fine clay, Guavas) in appropiate regions (mostly), removed Ivory and Common clay (they're not map resources).
- Added missing Natural Wonders (Auyantepuy in Venezuela, Kilimanjaro in Kenya, Aurora boreal) and moved Shark Bay to a Coast tile (Australia).
- Added Sea tiles surrounding coast. More sea tiles in Oceania.
- Removed starting Storms.
- Revised kelp and coral: reduced in areas full of them, placed some in empty areas. Made them coastal features (removed from sea tiles). Removed from tiles with an existing Bonus resource.
- Give small lakes the "Lake shore" terrain.
- Replaced Rocky terrain in Australia with scrubs.
- Namibian desert surrounded by badlands now instead of rocky.
- Tibet has Rocky terrain now instead of Plains.
- Base terrain of Peaks modified for better terrain blending (though hardly noticeable).
- Added some Permafrost terrain at high latitudes.
- Extreme of South America replaced with Taiga terrain (and some more forests).
- Tropical ocean more limited to Tropical regions.
- Whales moved to Sea tiles (save Gibraltar and Red Sea).
- Tweaked oasis placement a bit.
- Some small tweaks to the map (retouching Iberian peninsule and Canary Islands, removed land bridge between India and Ceilan, Sea bridges in Oceania between isles, placed caves in Spain and France).
- Replaced totally misplaced Holy Roman Empire with Aboriginal in empty Australia.
- Replaced Congolese with Ethiopia.
- Removed "duplicated" civs: Scythia, Cantonese, Cholan, Apache.
- Tupi civ based now on existing custom Tupi civ (it was Inca-based).
- Native americans, Vikings and Zulues starting points altered a bit.
- Updated internal description (for V40.1) and changed map name to a less confusing one.
- Tweaked default game speed and game options. Play map as custom scenario if you want to choose different game options.
- Lastly, I looked on Civilopedia the requeriments for constructing all the cultures in game, and placed resources where needed so hopefully all cultures should be possible to build in appropiate regions. Some asiatic cultures from the interior needs a "Coast" nearby, and I'm not sure if the changed "Lake shore" will still count as a "coast" tile for meeting the requeriments, playtesting needed.
- Optional: to fix Carthaginian and Ottoman flags, some minor tweaks needed in the mod.
- BONUS! If you want to experience a more advanced era, or just want to test things, I have uploaded a save of my ongoing campaign, playing as Siam, very near to Medieval era.
- RECOMMENDED: if you want more realistic animal spawning, use attached CIV4Spawninfos.xml (copy file inside folder "...\Caveman2Cosmos\Assets\XML\Units"). Only use this file for this map, conserve the original file for normal mod gameplay. Max density of animals is reduced too. Less crowding of animals but still plenty to hunt.
- FOR YOUR INFORMATION: when you get to medieval era (or even classical) turn times will be very long (2+ minutes), and gameplay (lots of cities and units to manage) will also be very slow. For these reasons, this map will probably not be considered by many as "playable" after reaching such stage.
Map is cleaned and loads well on latest SVN
I did this for enjoyment and a (hopefully) more balanced gameplay with this map. I want to give credit to Acularius (original creator of the map) and Harrier (ported it to C2C).
So I decided to go into WorldBuilder and reduce them. But then I decided to tweak here and there, balance resources a bit more, put in unused terrains (principally sea) and more.
This is a list of changes I've made:
- Reduced density of resources overall. Mostly on saturated areas (Europe, India, China, Middle East, Egypt). I think there still are too much resources, but the difference should be very noticeably.
- Placed resources in empty areas (Argentina, Oceania, euroasiatic steppe). Now there's more balance in resource density all over the map.
- Moved and tweaked some resources around (example: lots of mining resources moved from plain and grasslands to nearby hills, but not all)
- Added missing resources (Elephants, Parrots, Manganese, Turquoise, Fine clay, Guavas) in appropiate regions (mostly), removed Ivory and Common clay (they're not map resources).
- Added missing Natural Wonders (Auyantepuy in Venezuela, Kilimanjaro in Kenya, Aurora boreal) and moved Shark Bay to a Coast tile (Australia).
- Added Sea tiles surrounding coast. More sea tiles in Oceania.
- Removed starting Storms.
- Revised kelp and coral: reduced in areas full of them, placed some in empty areas. Made them coastal features (removed from sea tiles). Removed from tiles with an existing Bonus resource.
- Give small lakes the "Lake shore" terrain.
- Replaced Rocky terrain in Australia with scrubs.
- Namibian desert surrounded by badlands now instead of rocky.
- Tibet has Rocky terrain now instead of Plains.
- Base terrain of Peaks modified for better terrain blending (though hardly noticeable).
- Added some Permafrost terrain at high latitudes.
- Extreme of South America replaced with Taiga terrain (and some more forests).
- Tropical ocean more limited to Tropical regions.
- Whales moved to Sea tiles (save Gibraltar and Red Sea).
- Tweaked oasis placement a bit.
- Some small tweaks to the map (retouching Iberian peninsule and Canary Islands, removed land bridge between India and Ceilan, Sea bridges in Oceania between isles, placed caves in Spain and France).
- Replaced totally misplaced Holy Roman Empire with Aboriginal in empty Australia.
- Replaced Congolese with Ethiopia.
- Removed "duplicated" civs: Scythia, Cantonese, Cholan, Apache.
- Tupi civ based now on existing custom Tupi civ (it was Inca-based).
- Native americans, Vikings and Zulues starting points altered a bit.
- Updated internal description (for V40.1) and changed map name to a less confusing one.
- Tweaked default game speed and game options. Play map as custom scenario if you want to choose different game options.
- Lastly, I looked on Civilopedia the requeriments for constructing all the cultures in game, and placed resources where needed so hopefully all cultures should be possible to build in appropiate regions. Some asiatic cultures from the interior needs a "Coast" nearby, and I'm not sure if the changed "Lake shore" will still count as a "coast" tile for meeting the requeriments, playtesting needed.
- Optional: to fix Carthaginian and Ottoman flags, some minor tweaks needed in the mod.
- BONUS! If you want to experience a more advanced era, or just want to test things, I have uploaded a save of my ongoing campaign, playing as Siam, very near to Medieval era.
- RECOMMENDED: if you want more realistic animal spawning, use attached CIV4Spawninfos.xml (copy file inside folder "...\Caveman2Cosmos\Assets\XML\Units"). Only use this file for this map, conserve the original file for normal mod gameplay. Max density of animals is reduced too. Less crowding of animals but still plenty to hunt.
- FOR YOUR INFORMATION: when you get to medieval era (or even classical) turn times will be very long (2+ minutes), and gameplay (lots of cities and units to manage) will also be very slow. For these reasons, this map will probably not be considered by many as "playable" after reaching such stage.
Map is cleaned and loads well on latest SVN
I did this for enjoyment and a (hopefully) more balanced gameplay with this map. I want to give credit to Acularius (original creator of the map) and Harrier (ported it to C2C).
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