Accurate Maps

FramedArchitect

Reluctant Modder
Joined
Mar 25, 2012
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Location
Missouri
Scenario maps that utilize Dynamic City naming and supporting add-ons.

Accurate Europe


A huge European Scenario, with 22 pre-placed Civs and resources. Founded and captured cities are automatically named based on their location and civilization.


Requirements

Special Scenario Rules
  • Cannot found cities on Marsh, Snow or Desert tiles
  • Cannot build Trading Posts or Farms on Desert tiles
  • Grass Hills: +1 Food, -1 Production
  • Castles and Walls: +1 Production
  • Up to 9 Religions may be founded
  • Pantheons cost less faith to adopt
  • Adds a new religious building, the Stave Church
  • Scouts, Naus, and Sea Beggars can enter rival territory
  • Netherlands cannot build settlers or annex captured cities
  • Barbarians disabled
  • Non-European World Wonders are disabled. You might consider adding modded Wonders.


Accurate Earth


A huge World Scenario, with 22 pre-placed Civs and resources. Founded and captured cities are automatically named based on their location.


Requirements
  • Brave New World and Gods & Kings

Special Scenario Rules
  • Can found cities as little as two tiles from existing cities
  • Cannot found cities on Marsh, Jungle, Snow, Tundra or Desert tiles
  • Cannot build Trading Posts or Farms on Desert tiles
  • Grass Hills: +1 Food, -1 Production
  • Castles and Walls: +1 Production
  • Up to 9 Religions may be founded
  • Pantheons cost less faith to adopt
  • Each Civ has constraints on the number of cities they can found in each era.
  • Cities grow more slowly, but generate less unhappiness.
  • Scouts, Caravels, Naus, and Sea Beggars can enter rival territory
  • Barbarians cannot spawn in Snow terrain


Unique Trait Collection


Replaces 13 base game Unique Traits.

Download
Unique Trait Collection (v.8)

Compatibility
  • Vanilla; Gods and Kings; Brave New World; all DLC

  • Alexander: (Hellenization) Captured and founded cities receive a free Amphitheater. Great Generals can found cities. Receive a free Great General upon discovering Philosophy. (Requires GnK or BNW)
  • Askia: (Tarik al-Sudan) Landlocked cities receive a free Caravansary. Upon discovering Education, Faith produced in the Capital contributes to Science. (Requires GnK or BNW)
  • Bismarck: (Realpolitik) While at War, Happiness is converted to Culture. While at Peace, Happiness is converted to Production in the Capital.
  • Boudicca: (Hare of Andraste) When war is declared, enemy units and cities are revealed. After attacking, land units have a chance to enter a short-lived Battle Rage.
  • Dido: (Trade Rule) Cities founded on coasts receive a free Harbor and claim nearby resources. Each traded resource type generates 2 Gold and 1 Culture per Turn.
  • Elizabeth: (Regnum Gloriana) Cities founded after the Medieval Era generate Golden Age points. Writer specialists generate 3 Food. A Great Writer appears upon discovering Education.
  • Gandhi: (Ahimsa) While at Peace, +2 Happiness per City. Camps and Pastures generate Faith, but not Food.
  • Isabella: (Reconquista) Conquered cities convert to the State religion and generate a one-time Faith bonus. Upon discovering Compass, all coastal lands are revealed. (Requires GnK or BNW)
  • Montezuma: (Flower War) While at War, each Barracks yields +3 Happiness and Culture. Melee and Gun units have a chance to enslave defeated enemies.
  • Pedro II: (Export Empire) Founded cities claim all nearby Jungle tiles. Unimproved Jungles generate Production. Plantations generate 1 additional Gold. Sugar resources are doubled.
  • Oda Nobunaga: (Sakoku) Internal trade routes generate Science (Requires BNW). Castles yield +2 Production and Gold. Captured cities receive a free Castle.
  • Suleiman: (Kanuni) Adopting policies in the Piety and Aesthetics branches increases Culture and Golden Age Points by 20%. Siege weapons receive the Barrage Promotion.
  • Washington: (Republicanism) Begin with the Liberty and Republic policies. Cannot adopt policies in the Tradition branch. Unhappiness from number of Cities reduced by 25%.

Unique Building Collection


Adds a Unique Building for most Civilizations that have two Unique Units, but retains all Unique Improvements.

Download
Unique Building Collection (v.5)

Compatibility
  • Vanilla; Gods and Kings; Brave New World; all DLC

  • America: Mall ( Stadium ) +5 Happiness, +1 Merchant Specialist, +2 Culture, +2 Tourism upon discovering Telecommunications. Requires a bank instead of zoo. Replaces B-17 Bomber
  • Brazil: Coffee Plant ( Windmill ) Produces 1 Coffee Beans, a Luxury Resource. +2 Production. +10% Production when constructing Buildings. No Maintenance.
  • Byzantium: Hippodrome ( Circus ) +2 Faith and Happiness. Does not require Horses or Ivory. Replaces Dromon.
  • Carthage: Cothon ( Harbor ) Naval units trained in this City receive the Supply Promotion. +2 Culture upon discovering Compass.Replaces African Forest Elephant.
  • Denmark: Trading Post ( Lighthouse ) All benefits of lighthouses, and ships trained in this City: +1 Movement and can move into Ocean Tiles. Replaces Ski Infantry.
  • England: Cotton Mill ( Windmill ) All the benefits of the windmills, and produces 1 Textiles, a Luxury Resource, and +2 Gold on Cotton and Dyes. Replaces Longbowman.
  • France: Salon ( Observatory ) All benefits of observatories, but can be built in any city and provides an artist specialist slot. Replaces Foreign Legion **not BNW**
  • Germany: Assembly Plant ( Factory ) All benefits of the Factory but also provides +2 Production on Coal, Oil and Aluminum. Replaces Landsknecht.
  • Greece: Odeon ( Circus ) +1 Happiness, provides an artist specialist slot and +2 Tourism upon discovering Architecture. Replaces Companion Cavalry
  • India: Mandir ( Shrine ) +1 Faith per 2 population. Replaces Mughal Fort. Thanks Pouaki
  • Japan: Shale Plant ( Hydro Plant ) All benefits of the Hydro plant and produces 2 Oil. +4 Science upon discovering Plastics. Does not require river. Replaces Zero.
  • Korea: Seowan ( University ) All the benefits of the university and produces 2 faith and is available at Theology. Replaces Turtleship.
  • Morocco: Kasbah ( Castle ) All the benefits of the castle and produces +1 food on desert tiles. Replaces Kasbah Improvement.
  • Netherlands: Dike ( Windmill ) All the benefits of the windmill and +1 production on river tiles. Requires a coastal or river city; does not require flat land.
  • Ottomans: Hammam ( Garden ) All the benefits of gardens and +10% Food and +1 Culture on Citrus, Cotton and Incense. Replaces Sipahi.
  • Portugal: Feitoria ( Seaport ) All the benefits of seaports and +5 City Defense and +1 Gold on all Water tiles. Replaces Feitoria Improvement.
  • Rome: Forum ( Market ) All the benefits of markets and +1 culture and reduces border expansion cost by 25%. Captured cities receive this building for free. Replaces Ballista.
  • Spain: Citadel ( Castle ) All the benefits of castles, and Siege units trained in this city begin with the Volley Promotion. Land trade routes originating from this city produce 1 extra Gold. Replaces Tercio.
  • Sweden: Bollhuset ( Theater/Zoo ) All the benefits of the Zoo and +2 Culture and +10% Culture in this city. Replaces Hakkapeliitta.
  • Venice: Piazza San Marco ( Circus Maximus ) +1 Sugar, Spices, Silk and Salt. Provides a free harbor. Available at Theology. Replaces Great Galleas.
 

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So, putting aside actually adding coordinates, would changing the reference map in the files be all that's required to make this method work with YNAEMP, or is there something else you need to do?
 
@FramedArchitect

I tried using your "Amer-Asian Resources" mod in conjunction with "Resources Expanded" and "Accurate Earth".
But the new world resources show up in the old world (Rice and Tobacco in spain eg.). Is this intentional? :)
 
@FramedArchitect

I tried using your "Amer-Asian Resources" mod in conjunction with "Resources Expanded" and "Accurate Earth".
But the new world resources show up in the old world (Rice and Tobacco in spain eg.). Is this intentional? :)

Well, the script that places resources on the map has no way to detect scenario maps nor anticipate what specific continents resources should be placed on. That's just a limitation of the script. If you want a more traditional placement of modded resources, you'll have to do that with WorldBuilder.
 
So, putting aside actually adding coordinates, would changing the reference map in the files be all that's required to make this method work with YNAEMP, or is there something else you need to do?

I think you're asking about the dynamic naming? Swapping out the map in this mod isn't a good idea, because there are other lua scripts acting on it. Best to lift out the dynamic naming component and place that in a new mod with your new map. And you'll definitely have to go through the city names to adjust the x, y coords.
 
Right, I meant taking those files and swapping out the name of your map (AccurateEarth, I think) for the name of the Giant Earth map. And yeah, of course changing the x and y coords.
 
Okay, thanks.
Is the only way to place the resources (in WB) from the mod, manually? (by hand, plotting one by one)

Great mod by the way!
 
Is it possible to make a tile have a different city name depending on the civ settling? Ex: A certain tile renames the city to Mexico City if settled as Mexico, but Tenochtitlan if settled as the Aztecs.
 
Is it possible to make a tile have a different city name depending on the civ settling? Ex: A certain tile renames the city to Mexico City if settled as Mexico, but Tenochtitlan if settled as the Aztecs.

Yes, this is possible and is how the Accurate Europe city naming works. But this requires city names be attached to specific civs instead of globally, as in Accurate Earth. By the way, Accurate Earth allows the option to have a civ use the global city names or their own city names (as the Aztecs do).
 
Is it possible to have both? So if Monty settles in Mexico, it uses his city names, but if he settles in, say, Australia, it uses Canberra or Adelaide or whatever's assigned to the tile.
 
When I play as England it uses the normal English names for cities no matter where I found them. Is this a bug and is there any chance it will be fixed? Otherwise it is a great mod.
 
Updated Unique traits to v.8. In addition to a few minor bug fixes, following have changed:

  • Dido (Trade Rule): Cities founded on coasts receive a free Cothon and claim nearby resources. Each traded resource type generates 2 Gold and 1 Culture per Turn.
  • Oda Nobunaga (Sakoku): Internal trade routes generate Science. Castles yield +2 Production and Gold. Captured cities receive a free Castle.

Trade rule generates those yields for both incoming and outgoing trades of a resource. For example, if you export 2 iron and import 3 iron, you will gain 4 gold and 2 culture per turn.

Sakoku now adds science equal to the amount of production or food the internal trade route currently produces, which scales better over the course of a full game.

Also added top panel yield tooltips for Dido, Oda, Askia (Tarik al-Sudan), and Elizabeth (Regnum Gloriana). Thanks JFD!
 
If i take only the map file and nothing else, is it playable ?
TSL will be still functional ?

Thanks for your answer, your map seems great !
 
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