Accurate Earth Map in development

Looking back at page 3, I couldn't see any iron in Britain (surely an oversight!) and South Wales could do with coal. Also the tile where you've put Britains Wheat is where I would have thought London would go, it might be better to move it one tile east (to East Anglia which was historically Englands breadbasket).
 
you do know that forts act as canals don't you? they can only be used 2 in a row though, so in your example of Montreal, you would need to place 1 fort NE of it and 2 forts SW of it and those 3 forts along with the city would act as a canal. That is, in BtS at least.


Hmm ... I always thought that it only works for 1 tile inland. You can get a 2-tile passage only because both ends are adjacent to a coast, I think. I haven't tried it but I believe the above can't work.
 
your right, I just tested it, but as long as both ends are adjacent to a coast it works. Thats all that matters, so really you can do 3 tiles, if the city is in the middle.
 
not sure what you mean about what comes after 3. Is this a riddle? Yea I know it wont work in that case, I tried.
 
@Shiggs: yes, someone said that a little earlier. A problem someone noted is that the AI doesn't seem to use them, which is a problem. I want them to have some functionality in the scheme of things.

For your EUSA map, do you want me to crop the current one, or draw one for you? Either way I'll soon be up to it, but it will take a few weeks if I draw it (alongside work on my mod people :P)

@Genghis- It really is a shame I have to work with a squished pacific... that is the drawback to my kind of map. I have compressed and aligned all pacific islands accordingly. My original thought was to not include them at all... glad you like the map though :P (if I moved it any more to the left it'll be right over the philippines)

@Frekk: The Arctic Ocean won't really exist, not even in the summer. It is mostly ice cap now.

@EvilTheMonkey: looks like my atlas didn't see the source of iron as big enough. But, I've always thought there was lots of iron in the hills of Britain, so I'll add it in, and move the coal I have farther south.

And OMG are you serious with the London/wheat thing? I was hoping I wasn't the only one who blatantly refuses to place cities on resources... proves I'm not insane. To be honest, I think we may have to live with it- a lot of Europe is too full of Resources to not have capital cities right where you want them (unless that happens to be right on top of a resource). However, most of the map should give you your ideal starting spot.

Kevin
 
I think the ideal spot for England's iron would be the Weald, which is the southeast tip of the island. Iron is usually most important in the classical/medieval era and England's Iron Age and medieval iron came from the Weald, though larger, deeper deposits used in the industrial era are located elsewhere.
 
Found a great pic of the historical coal/iron distribution in the UK.

http://wps.ablongman.com/wps/media/objects/262/268312/art/figures/KISH441.jpg

So from that I would say that Britain could do with at least 2 distinct coal deposits (South Wales and Newcastle) and probably 2 iron deposits (both around Birmingham/Sheffield area).

And Cornwall needs Tin at the very least (should probably have Copper too).

I do have another suggestion; why not have particular tiles producing more than one reasource? You usually find Iron, Coal and Limestone in very small areas and Oil and Natual Gas are often found together as part of the same deposit.

Or is this idea too radical? :p
 
well what kinda map are you using for the resouces? or are they all different kinds..
 
When I last compiled the Civ4 DLL (pre-BTS), I just removed the reference to the .res file from the vcproj (project file).

Often the .res file contains nothing other than the DLL's name and version number... and really, do you really care?
 
Hey, thanks for the reply.

The biggest problem currently is the following set of warnings, which appear after each file is listed:

cl : Command line warning D4024 : unrecognized source file type 'EHsc', object file assumed
cl : Command line warning D4027 : source file 'EHsc' ignored

which culminate in the following error:

fatal error C1067: compiler limit : debug information module size exceeded



If I could get this problem out of the way with, I'm sure by some form of experimentation I could get the res problem working (Frekk himself has been able to fix it). But when I did the changes I was supposed to, these errors invaded, and I have not been able to once run the program without the warnings (and later errors) immediately appearing.

Kevin
 
@Shiggs: will this outline do for your map? (it's 177x109, probably bigger than you're used to, but it's a good balance between detail and performance). Note that it is very rough, there is still much I have to do that outline, and in terms of islands, lakes, etc. Let me know if it needs changes.

eusaoutlineeh7.png


~~~

Here is what my revised thinsoil texture looks like; it should give insight into what is under the forests of Newfoundland:

thinsoilgp5.jpg


As for the compiling, it works, but I am still trying to get my map to run in the modified RFC DLL.

Kevin
 
I apologize, I hope you didn't spend much time on that. Plans have changed slightly. I think I can manage to keep GB, France, and Spain somewhat powerful through some events and python and other bonuses. I was thinking of leaving all of Europe out, and really try to focus as much as possible on north america, specifically the united states.

Here's a rough outline of what I'd prefer.

EUSA.jpg


maybe even cut more of canada out. Thanks again!

no hurry at all
 
Wow! I've been looking forward to a decent earth-map for a long, long time, and this exceeds all of my expectations. The map looks suitably massive, and it's excellently planned out. I love the additional tile types, and all those resources! The no-sea-borders idea is also very welcome. I like the canal idea, but I'm not sure how you're going to manage it.

On that front actually, I'd suggest the best way to make it work would be to only allow it between two water tiles adjacent to the location where canal improvement is built (given that the two water tiles aren't adjactend to each other, rather than the whole river idea, but that's just what I'd do 'cos I'm lazy. :P Also, would this be an improvement, a building, or either depending on the location?

There are a few distortion issues with the geography that bother me a bit. Specifically the North Sea looks surprisingly tiny (it's hard to tell, but it looks like Denmark's leaning slightly to the west instead of to the east, and it's pulling Scandinavia with it) and the Pacific Ocean is too narrow, but I know getting a perfect map's almost impossible on a cylindrical world.

The extra resources are really getting me quite excited, since I always enjoy getting a new one in game. I have to ask though: do you have any idea what all of these resources will actually do? The same goes for the extra terrain types.
 
@kevinman4404

Another random musing regarding the distribution of food resources and a fudamental question. Question first; are you intending to implement some form of resource 'cultivation' (ie allowing the player/AI to plant food resourses in different locations) in the finished mod.

If so you would (in the interests of maintaining historical accuracy) have to limit the start-game distribution of most foods and some animals too to reflect their initial habitats.

For example primative wheat grew in only a few areas in the fertile crescent around 5000BC but has since (thanks to human cultivation) become one of the most sucessful plants on earth. And as for animals, at startup I'm assuming they won't be any cows,sheep or pigs in the Americas or Australasia.

Just something to think about
 
well also with seeing poland, during the games how would the borders be? will they be only in regions were the country has worked on, or the regular culture?
 
First of all I would like to commend you on your terrific work. I was reading through some older posts, and about a month ago or so you said that you were going to show us a view of the great lakes region. I would be very grateful if you could do just that (I'm from Michigan). Thanks in advance.
 
@All: Thanks for following the thread and glad you like it so far :)
@Mattastic: The Pacific has and always be squished in my map. I have no way of correcting this without redoing the map and squishing a lot and a lot of land. The North Sea should be the right size, though I will have to look at this more closely. Chances are we are being Eurocentric- everything in and above Europe is smaller than we think it is :) As for Denmark, I thought it looked a little weird- I will do whatever I can to retilt it, I just want to think it through before I cut into Sweden, which I want to avoid doing at all costs. Thanks for the tipoff.
For the stats of the terrains, and an image of each, please check out the mod's thread's info segment on terrains. As for the resources, their stats and purposes, as well as images, are yet to be compiled and placed there. But they'll appear sometime soon
@EvilTheMonkey: I think the idea definitely has merit and I'll include it if I can. I've placed the resources based on mordern positioning- I would have to redo the resources, which I don't mind doing so much, and I would need to find historic locations of all 80 or so resources. Also realize I am trying to keep tight control over what happens throughout history- this is going to require a lot of really difficult coding. Settler Maps are charts full of numbers that determine how much a civ desires/doesn't desire each tile. I would have to work up something similar for resources, so that resources would go where they're supposed to. But still, there's no guarantee that resources will go where they should go (a civ may not decide to plant anything there, though when they're placed it would be in the right spot), and there's no control over when. I think the best solution would be to force these things through python. IE (this is random and probably not historically correct) in 600 AD a yams appears in East Africa at Axum. There would be no unpredictability that way and it's (I'd imagine) a lot simpler to do. So maybe that way it will work.
@TheLastOne36: Certainly :) Included below
@Nahnatoj: Dont worry for a second about the borders :) I will sound be showing settler maps for all of the couple hundred civs, and you will see exactly how the border systems of each civ will work. The Settler Map system is so great that I can designate capital regions, core regions, the historic empirical extent, the influence regions, wanted regions and even mildly interesting land or land to avoid. Of course, this is theoretical and based on an integer dictating how much a civ wants each tile, but it does work well. BTW thanks for following the mod.
@Mrhoeivo: Not a problem, see below :) Threw in a couple extra pics.

~~~

Poland (no trees):
Stilltoadd: Amber? Distinguish between root crops and potatoes? Poultry (when available)?

polandntbo3.jpg


With trees (wider view):

polandvu6.jpg


~~~

What I did for these was take pics of all with trees, but I removed trees from any tile with a resource on it so you could see the resources better.

Eastern Great Lakes (LkON/LkER):

gleev0.jpg


Northern Great Lakes Region:
You cannot possibly deny that the new terrain looks pretty awesome :) I am finally one hundred percent happy with it.

glngq5.jpg


Southern Great Lakes Region: Note that I plan on having a better-looking in-water natural gas resource graphic, probably a modified coast/ocean texture, so you can place it like you would a coast/ocean, and it would blend and all (hopefully).

glsea8.jpg


Western Great Lakes Region:

glwsc9.jpg


~~~

Here I did not remove trees on resource tiles.

St. Laurent:

stlaurentia4.jpg


Newfoundland: I think it looks pleasantly bumpy and accurately infertile. Someone who was watching Newf. before, let me know what you think.

newffz3.jpg


Maritime Extremity: See if you can see the line where grassland and thinsoil meet.

maritimestg6.jpg


~~~

I'll finish this update off with a reminder to check out the mod's thread (link on first post here), if you are wanting to see all of the updated terrains and their stats.

EDIT: Oops, not quite. Shiggs, that will be fine. I will slice it make it overall a tad larger. I'll post the new outline next update.

Enjoy :)
Kevin
 
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