hotfix: do not filter next-age civs based on loaded civs evolution path but use all civs in the DB (fix issue with missing unlock territories for some next-age civs and unlocking not registering for some civs owning unlocking territory)
- add Geographic unlock mode: next-age Civilizations are unlocked by owning the territory around their TSL. As a workaround before the TOT patch, all current-age civs are given a backup next-age civ which is the closest from their TSL.
- add a "unlock civ" lens that shows the unlocking territory of the next-age civs on the map
- add option to disable TSL on Earth Maps.
- add option to use a custom Age Transition screen that allows to change the next age AI civilizations (based on unlocks)
- tweak Giant Earth Map : move UK TSL (will still own the Channel, but no land in France), remove the single Volcano that is replaced by the Fuji in Japan.
- also add +2 movement when starting on Ocean tiles in Modern Age when the option for faster movement is activated, for consistency after Exploration give +2 movement.
- Add Terra (YnAMP) map: two-landmass Terra-style Voronoi map tuned for YnAMP sizes.
- Terra option: Landmass Ratio — choose how big the smaller landmass is (e.g. 40%-10% of the total land).
- Terra option: Two spawn modes: "Split" (separate players across the two landmasses) and “Same” (all civs start in the "Old World").
- Update to the Start Position options: Cultural Region (Terra), Relative Distance (Terra), Cultural Region (Balanced)
- New Natural Wonder placement modes: "Random", "Real + Random" (try real-world/map-defined placements then fill remaining randomly), "Real Only" (restrict to map/real-world placements).
- adjust/remove engine constraints when using Real-Only mode (improves placing real-world wonders on Earth maps, but may lead to visual glitches).
- Update Region-based homeland/distant land tagging (allow regions to overlap world wrap)
- Landmass-based homeland/distant land tagging: improved logic to attach island starts to mainland anchors and classify homelands.
- Start position: scored fallback start plot selection with distance rules to pick good backup starts if preferred plots are unavailable or undefined on TSL maps.
- Improved Natural Wonder diagnostics and placement logging (footprint signatures and rewrite info) to make failures easier to understand.
- Update text translations (IA, report issues)
- Add some land plots on Oceania islands
- Fix Oceania region definition on Greatest Earth Map
- Add 3 regional sections of the Giant Earth Map ("Colonization", "Old World", "Indo-Pacific"), sharing its database for placement (TSL, Natural Wonders, Regions)
- Add realistic resources placement mode option for earth maps with defined regions
- Add option to change Ocean movement rules and reduce Ocean damage (for maps with large oceans like the Giant Earth Regions)
- Add option for larger Ocean separation on the Terra map script
- Add Sea Level option on the Terra map script
- Tweak generation parameters on the Terra map script
Description for the start position options:
- Relative Distance: After placing start positions, shuffles civilizations so that those historically close to each other (using Giant Earth map coordinates as real-world anchors) are placed near each other on the game map.
- Cultural Region (Terra) : After placing start positions, groups civilizations by continental region. Old World civilizations start on the first continent, New World civilizations on the other continent. Within each continent, culturally adjacent groups are placed near one another.
- Relative Distance (Terra) : First separates civilizations onto hemispheres using continental superregions (ie "Old World" / "New World"), then within each hemisphere shuffles civilizations so that those historically close to each other are placed near each other on the game map. Designed for Terra-style maps where the New World continent is smaller; on normal maps the number of civilizations per hemisphere will be unbalanced.
- Cultural Region (Balanced) : Like Cultural Region (Terra), but redistributes culture groups across hemispheres to keep civ counts as equal as possible. All civilizations from the same cultural group always stay on the same hemisphere. Within each hemisphere, culturally adjacent groups are placed near one another.
Patch notes from 1.0.8 to 1.0.13
- update for patch 1.3.2
- change default number of players to 12 (from 8) on larger map sizes
- add Tonga, Iceland, Republic of Pirates, Ottomans civs TSL on Giant and Greatest Earth Maps
- m0n0cl3 fix for distant lands, resources and discovery huts
- patch custom map sizes for Voronoi maps
- fix East-West Distant land assignment
- add Distant land assignment by landmass on custom maps (split by ocean, allows irregular separations like in Voronoi maps)
- add options menu to chose Distant Land assignment method: Landmass (new default), by XML Region (m0n0cl3's code), East-West (legacy)
- add Cultural (determined by XML Region) or Distance relative Start Position options, using the Giant Earth Database (just add the TSL to a custom civ to made it compatible with that option)
- add a few extra land tiles around Tonga TSL on the Giant Earth Map
- remove the existing Coastal paths from Old World to New World on the Giant Earth and Greatest Earth maps (to allow distant land assignment by landmass)
- update Oceania, Australia, South Asia region positions on the Giant Earth Map
- fix resource placement (use the game's default method)
- prevent crash on terrain validation when loading the Greatest Earth Map
- set max players to 40 for the Massive, Greatest Earth, Giant, and Ludicrous map sizes (SP only)
- add TSL for the Giant Earth Map (including DLC civs)
- fix Chola TSL for the Greatest Earth Map
- don't call the assignStartingPlot method as it can fail and then prevent the TSL code to be called (backup placement is done by gamecore, ignoring bias for civs without TSL)
note: the terrain tiles for x>128 are still untextured
Thanks to Benualdo:
Better fix for TSL + fix iNumPlayers1 + iNumPlayers2 < Players.getAliveMajorIds()
- Add Assyria, Silla, Bulgaria, Dai Viet, Nepal and Qajar TSL on the Greatest Earth Map
- Force resource placement with a warning even if ResourceBuilder says the tile is incompatible (Benualdo)
- Fix old/new world resource placement frontier (Benualdo)
- fix missing TSL and East/West with TSL(thanks to Benualdo)
- When only some civs have TSL, ensure the game will load and they have correct TSL. Also, make sure the starting continent is the one of the player when TSL are used.
- replace or remove Distant Land Resources placed on the Old World by the game's function
- map loading: (Benualdo)
- add resource loading from Civ7 format
- add support for 'None' and 'Random' features in loading code
- use featureParam for feature placement
fix case in filename (database error on SteamDeck)
fix function name (for civ7 data loading)
- Add Carthage and Great Britain TSL on the Greatest Earth Map
- initial support for importing different map data (civ6/civ7)
- use Database for TSL/Volcanoes
- add real world Volcanoes on Greatest Earth Map
- add river spring near Rome TSL on Greatest Earth Map (using Rainfall value)
- add version number (1.0.0)
- add to import map: terrain types, biomes
- Fixed size selection on menu for Earth map script
- Add Age Progression points for the new map sizes
- Code cleanup
- Add map icon
- Update texts
- bugfix : do not override the "homeland" tag with the "distantland" tag when placing islands
- adjust map size effect on height scaling, so that "Massive" maps are a bit more "Continents" than "Archipelagos"
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- Add TSL when starting in Exploration or Modern age for the Greatest Earth Map
- Bugfix: change the distant/homeland separation on the Greatest Earth Map as the Old World is wider
- Add a simple version of the Greatest Earth Map for Civ5 made by djvandyke (landmasses shapes and mountains only, everything else is generated by the game)
- Add TSL for Antiquity on the Greatest Earth Map
- Set default players to 8 on all size, as there can be gameplay issues when using 10 (religions for example)
- Add text warning on larger map names
- Add Massive (128x80 Map Size
- Add Giant Earth Map (landmasses only, must be loaded with Giant Size selected)
- Add YnAMP Continent+ Map Script (edited version of Firaxis Continent Plus to generate coherent maps larger than standard)