125 civs for v3.13 BtS (yes it does work!)

rupertslander

Chieftain
Joined
Oct 14, 2004
Messages
42
Location
Canada
A very, very simple mod, changes the civ capacity from 18 to 125 in BtS v3.13:

http://forums.civfanatics.com/uploads/52002/CvGameCoreDLL_125_civs_.zip

I did some experimentation to see how many civs the v3.13 game (and my machine) can operate. Going beyond 128 does seem to cause serious difficulties regardless of how many civs are played (and beyond 256 won't start at all) but 125 civ games are viable, and reloadable on my (neither brand new nor souped-up) machine (though of a lot of the civs last awhile then they can slow down somewhat in the latter stages).

There should be no other changes (not that there aren't many changes I would like to make - I'm not a computer programmer).

Please note I don't currently have a 125 actual civs or leaders (just a list of "generic" ones created in XML) but I would consider collaborating to the best of my ability on creating a "mega civ" mod with "real" civs (whether taken from this forum or whatever works) if there is enough interest.

Enjoy,

Rupert
 
Wow, if we did have 125 actual civs, that'd be great. Mybe we could have a mod of what the world is actually like today.
 
Better make a version of this mod with 250 civs so you can include all real-world countries and have room for a few colonies.
 
Better make a version of this mod with 250 civs so you can include all real-world countries and have room for a few colonies.

I would if I could.

As I mention in the original post the 125 figure was not reached arbitrarily. Attempting to run with the civ capacity set between 128 and 256 causes major problems. The game will start but it's very slow and choppy, it will not reload once saved and eventually the game will crash.

Under 128 capacity is essentially flawless so far (other than obvious interface issues which I have not addressed but this is minor). To digress to my current test game - even when there were 90+ civs remaining at one point in the AI could still get through a turn in under two minutes (I estimate an average of 50 units/opponent and it's a 72X36 map). When the forces of attrition really took hold the game actually sped up. I haven't finished the game yet but it's still going after 900+ turns.

Since (I think) one needs to reserve a couple slots in the 128 for barbarians and minor civs I set the player capacity to 125 to be safe. Again, if there's interest, I now see no technical reasons why we could not create a "mega civ" mod with 125 players.

Putting every country in the world in a game, while that would be nice, unfortunately does not appear to be feasible.

Rupert
 
Wow, if we did have 125 actual civs, that'd be great. Mybe we could have a mod of what the world is actually like today.
125 is nowhere near enough. There are currently between 192 and 250 countries in the world, depending on who you ask. Of course, many of those would be far to small to show up on even the largest of Civ 4 maps, so I don't know...
 
As I mention in the original post the 125 figure was not reached arbitrarily. Attempting to run with the civ capacity set between 128 and 256 causes major problems. The game will start but it's very slow and choppy, it will not reload once saved and eventually the game will crash.

Putting every country in the world in a game, while that would be nice, unfortunately does not appear to be feasible.

You stated that it went crazy on your "neither brand new nor souped-up" machine. Let others try it on better machines and it may work out ok.
 
How might one get the Source for this so it could be merged with other mods?
 
This would be cool if it were feasable; because of the MAF problem, my 2 GB of RAM can't even handle a Huge map with 18 Civs without late game slowdown. This would probably be completely unplayable for me. What specs do you have, rupertslander? Are you running a 64-bit version of windows?
 
Back
Top Bottom