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C2C - UEM - Ultimate Earth Map 100% MOD and SVN update compatible by Pit2015

Discussion in 'Maps & Scenarios' started by Pit2015, Sep 25, 2015.

  1. Pit2015

    Pit2015 Chieftain

    Joined:
    Jun 28, 2015
    Messages:
    673
    Location:
    Germany
    C2C - UEM - Ultimate Earth Map V3.7 100% MOD and SVN update compatible released!

    Hi! We are good to go, so letz go. Ultimate Earth Map V3.7 scenario/map released for C2C!
    Please report all bugs, problems and things you encounter here and feel free to post questions if you have any. Have fun.

    You have only 3 options! Try to survive, become the world leader or die.
    Can you make it from Caveman 2 Cosmos on the planet earth?

    Actual Information and Features:

    Real Massive Scale - Real Large Earth Map.
    UEM has 232x112 = 25984 plots on map. (Normal GEM has 210x90 = 18900 plots on map)
    Map size - GIGANTIC - Ultimate GIGANTIC. Large and detailed gameplay.

    Largest and most detailed C2C Earth Map as far as i know.

    Map has now over 2.500kb needs to be put into zip/7z file. Can upload here only 2mb. Changelog included in zip/7z.

    Start year 50000 BC. Prehistoric era.

    Mostly historic starting locations for the civs. Game balanced.

    All civilizations start with 1 capital city, 1 clubman, 2 spiked clubmans and 1 tribal guardian.

    Costal way arround the world possible to make early contacts, like the vikings reached north america, but until you reseearch the required tech (Then you can leave costal waters) and real high see ships, you have to go long ways...

    Panama canal and suez canal possible via city.

    Unlimited wonders per city possible, build what you can.

    Playable USA!

    Oceans 100% mod compatible on this map. Polar, tropical and normal ocean added.

    North polar ocean passage! Theres now a north polar passage arround the globe, so ships can go arround the world this north route. But beware its blocked by polar ocean sometimes, so the early ships cant get thrue this route, only ships that able to enter high sees may go thrue this route. Or you need to get the astronomy tech to make your ships cable entering polar ocean. So for early contacts like the vikings reached amerika you still have to go the long costal ways arround the world, that may require "Right of way" wars if some other civ blocks your way with a city until you get high see ships that can leave the costal waters. Interesting strategies to play out here now. Also you can hide your submarines under the polar ice to intercept your enemys north polar route.

    New main feature "Hunt for south polar resources" added, the south polar region has many good resources, will you be the first to build a base or south polar station and exploit this resource rich untoutched region?

    New main feature, the mediterranean sea is completly costal waters now, so some blocked europe civs may advance easyly to africa and can get there hunters there with early ships.

    Added new main feature gibralta. Who controls gibralta may control the entrance to the mediterranean.

    New main feature, western europe costal waters expanded, so the seafaring european civs can go to colonize and for exploration and the european civs get not blocked there sealines by citys to early.

    New main feature, two secret costal ways from galapagos to the pacific isles and from south america to rapa nui added for early ships to simulate the early inca voyages to the pacific and rapa nui. Connects the costal way arround earth, but long ways to go until you research the tech required to enter the oceans with ships.

    40 pre-set Civilizations in the scenario: (Mostly historic starting positions, some shifted a bit for better gameplay)
    ( Dont be afraid of the 40 civs, if the game goes to slow in later game for you, then you can go into worldbuilder and delete an entire civ with one click or buy a faster machine. ;) Some civs will also die and say goodbye as time progress.)

    Playable
    1. WASHINGTON / USA
    2. CATHERINE / Russia
    3. MONTEZUMA / Aztec
    4. JULIUS CAESAR / Rome
    5. HUAYNA CAPAC / Inca
    6. SALADIN / Arabia
    7. CLEOPATRA / Egypt
    8. ZARA YAQOB / Ethiopia
    9. MANSA_MUSA / Mali
    10. SHAKA / Zulu
    11. VICTORIA / England
    12. NAPOLEON / France
    13. ISABELLA / Spain
    14. FREDERICK / Germany
    15. ALEXANDER / Greece
    16. MOA TSE-TUNG / China
    17. HIROHITO / Japan
    18. GANDHI / India
    19. SULEIMAN / Ottoman
    20. SEJONG / Korea
    21. GENGHIS KHAN / Mongol
    22. CYRUS / Persia
    23. HAMMURABI / Babylon
    24. RAGNAR / Viking
    25. PACAL / Maya
    26. HANNIBAL / Carthage
    27. JAYAVARMAN / Khmer
    28. MONGKUT / Siam
    29. JOAO / Portugal
    30. ASHUR / Assyria
    31. GILGAMESH / Summeria
    32. DEGANAWIDA / Iroquois
    33. SITTING BULL / Native America
    34. MENZIES / Australia
    35. YAGAN / Aborigines
    36. PEDRO II / Brasil
    37. HEKE / Maori
    38. KAMEHAMEHA / Polynesia
    39. CHIEF HEAD HUNTER / Jivaro
    40. CUNHAMBEBE / Tupi

    Some continents like europe and some islands have been scaled up or down a bit for better gameplay and make it more fair for other civs. Some islands added that dont exist, so you may find atlantis or other islands that dont got sunk into the ocean, also for gameplay issues.

    Portugal and some other civilizations shifted and moved out via migration of the peoples a bit, so Portugal was moved to the canarian islands/marokko and some other civilizations moved also a bit to prevent to overcrowded regions.

    The scenario runs with these components:

    This large map and the large scenario needs most of them for a good gameplay, its recommended that you dont change these options.
    If you want you can change the scenario options that can be done easy by selecting single player and then custom scenario.
    If you want to go with the preset scenario options that are recommended then select single player and play scenario.

    Require Complete Kills
    No Vassal States
    No BarbarianCiv
    No TechDiffusion
    Multiple Production
    Multiple Research
    Useable Mountains
    Surround and Destroy
    Advanced Diplomacy
    Unlimited Wonders
    Barbarian Generals
    Assimiliation
    Great Commanders
    Advances Economy
    Realistic Culture Spread
    Larger Citys Without Metropolitan Administration
    United Nations
    Advanced Espionage
    Expanded Castles
    Arctic and City Parks
    Meteorology
    Civic Buildings
    Early Buildings
    Historical Wonders
    Modern Corporations
    Advanced Nukes
    No City Limits from Civics
    C2C - Combat Mod Fight or Flight
    Minimal City Borders
    Dont Change. Ecological Animals
    Teleport Hunting Awards
    More XP to Level
    Peace Among NPC
    Reckless Animals
    Animals Stay Out

    C2C Options:
    Defender Withdraw
    Better Air Interception
    Realistic Diplomacy
    Dynamic XP
    Battelfield Promotions

    DCM Options:
    Ranged Bombard
    Fighter Engage

    IDW Options:
    IDW Influence
    Pillage Influence

    Inquisitions Options:
    Inquisitions enabled

    Super Spies Options:
    Super Spies enabled

    Installation and usage:

    1. Copy the file C2C-UEM-ByPit2015-V3.7 to ...Beyond the Sword\Saves\WorldBuilder

    2. Start Beyond the Sword select "Advanced" then "Load a Mod"

    Load the Caveman 2 Cosmos Mod.

    Select Single Player then select scenario, choose the scenario C2C-UEM-ByPit2015-V3.7 and start it.

    Play this scenario in eternity speed, otherwise you will get technologys to fast in later game when you manage to grow big.

    Highest difficulty level recommended for this scenario/map.

    Make sure to play on Deity and Eternity game speed, otherwise you get techs to fast.

    Please clear the cache folder before you start a new game. This removes the old cached data from your previously played C2C version and will help eliminate conflicts and oddities.

    This is the Path to the proper cache folder to clear (delete contents) for Win 10 users: C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword\cache

    Game on, have fun.

    Changes in C2C - Ultimate Earth Map V2.0 100% MOD and SVN update compatible:

    UWM 2.0 is now fully compatible with C2C research times are switched back to normal and defined in the C2C MOD now.

    Make sure to play on Deity and Eternal game speed, otherwise you get techs to fast.

    Only 2 files needed now, the Ultimate Earth Map V2.0 and NationalWonders_CIV4BuildingInfos (No longer needed)

    NationalWonders_CIV4BuildingInfos will increase the defense of your capital city / your palace an the AI capital citys by 200%
    that is needed because the neanderthals will kill some civs to early and it is harder to destroy a starting civ for you and
    the AI and is needed on this large earth map.The SVN will merge the file if updated and your defense bonus should stay in when you update. (No longer needed)

    Some Map fixes.

    Changes in C2C - Ultimate Earth Map V2.1 100% MOD and SVN update compatible:

    Message Bug fixed.

    Changes in C2C - Ultimate Earth Map V2.2 100% MOD and SVN update compatible:

    Tribal Guardian added to all civs making the scenario 100% mod compatible.

    NationalWonders_CIV4BuildingInfos no longer needed to be changed for scenario, Tribal Guardian adds now 200% to capital city defense.

    Scenario is bug free now and playable.

    Changes in C2C - Ultimate Earth Map V2.3 100% MOD and SVN update compatible:

    All Lakes fixed to match new C2C art.

    New Zealand land mass fixed a bit.

    C2C - Ultimate Earth Map V2.3 map only added with no preset civs.

    C2C-UEM-ByPit2015-V2.3_no_preset_Civs.7z

    No preset civs in this map. This map can be used on every gamespeed you like and with all custom settings (Custom scenario) you like. Have Fun.

    Changes in C2C - Ultimate Earth Map V2.4 100% MOD and SVN update compatible:

    Changelog Map 2.4
    All gem resources changed correctly to diamonds.
    More dormant and active volcanos added, earth fire ring.
    Removed some oasis, to many onto map.
    Added some salt flats.
    Added more lush land.
    Added rocky terrain.
    Added fine clay resource.
    More swamps added.
    Some resources added.
    More coconut resources added.
    Some land mass fixes and some terrain added.
    Some more natron added.

    New Main Feature added, there is now a north polar ocean passage arround the globe now, so ships can go arround the world this north route. But beware its blocked by polar ocean sometimes, so the early ships cant get thrue this route, only ships that able to enter high sees may go thrue this route. Or you need to get the astronomy tech to make your ships cable entering polar ocean. So for early contacts like the vikings reached amerika you still have to go the long costal ways arround the world, that may require "Right of way" wars if some other civ blocks your way with a city until you get high see ships that can leave the costal waters. Interesting strategies to play out here now. Also you can hide your submarines under the polar ice to intercept your enemys north polar route.

    Changelog Scenario 2.4
    New Mod option "Teleport Hunting Awards" added to scenario that will fix most AI problems.

    No more other extra files needed, scenario is 100% C2C Mod compatible again.
    Just use the Mod and the scenario or map file.

    2.4 map with no preset civs will be released soon. Scenario 2.4 with updated earth map is released now. Play the scenario in deity and with eternity speed and with the preset options if you want a working and real challenging game. Try to rule or survive the planet earth.

    Changes in C2C - Ultimate Earth Map V2.5 100% MOD and SVN update compatible:

    Changelog Map 2.5
    Some more resource balance, some low resources added.
    Fixed alot of rivers.
    South polar region is now resource rich and expanded now.
    Added random oil and natural gas fields to the oceans for future ocean exploration.

    New main feature "Hunt for south polar resources" added, the south polar region has many good resources, will you be the first to build a base or south polar station and exploit this resource rich untoutched region?

    Changelog Scenario 2.5
    Advanced Economy turned off (Known problems)
    Minimal City Borders turned off (Prevents city culture fliping)

    2.5 map with no preset civs will be released soon. Scenario 2.5 with updated earth map is released now. Play the scenario in deity and with eternity speed and with the preset options if you want a working and real challenging game. Try to rule or survive the planet earth.

    Scenario should be good for a long game now, please report all problems if you still find any.

    C2C - Ultimate Earth Map V2.6 released

    Changes in C2C - Ultimate Earth Map V2.6 100% MOD and SVN update compatible:

    Changelog Map 2.6
    Great Lakes in North America expanded.
    All lakes changed to lake shore as it should be.
    Some misplaced arctic forrest changed to normal forrest.
    Fixed some more rivers.

    Changelog Scenario 2.6
    All civs start now with 0 gold, AI gold problem has to be fixed in the mod.
    Upscaled Unit and Building Costs option removed, will help the AI.
    No City Limits from Civics option added to scenario, will help the AI.

    Changelog Map 2.7
    Fixed some terrains
    Maledives moved to correct map location

    C2C - Ultimate Earth Map V2.7 released

    Changes in C2C - Ultimate Earth Map V2.7 100% MOD and SVN update compatible:

    Changelog Map 2.7
    Fixed some terrains
    Maledives moved to correct map location

    Changelog Scenario 2.7
    Added new Civ to scenario 45. CUNHAMBEBE / Tupi
    Problem: It takes to long for the AI to get the community disscussions or knowledge inheritance building to build
    myths that boost there research.
    Solution: All civs start now with a free community disscussions and knowledge inheritance building,
    that will also help the AI to keep up with education at population growth.
    All civs still need to research language and oral tradition to be able to research the later techs attached
    to these techs and get the other benefits from these techs.
    Problem: It takes the AI to long to get hunters and start hunting to build myths and boost there research.
    Solution: 2 Free trackers added for every civ at start. So the AI will be able to hunt from start.
    Also i placed the free trackers for traped nations like portugal a bit to center europe on the map,
    so they can also hunt from start. Also every island civ get its starting trackers to the
    closest mainland of there island to make it fair for them. So island civs can get hunting awards also from start.

    Alternative harder start 2.7:
    Problem: AI sucks to survive, i can kill them easy with expirienced units, must be harder.
    Solution: If you want a harder game the ai civ needs more defense for its capital city, that can be easy done
    by giving the palace +100% defense, a free stone wall will not work because its giving -1.50 gold maintainance,
    the AI cant pay that at start. So you have to change this if you want a AI thats able to
    resist and survive the stone age, you can still kill em but will be mutch harder:
    Change this file to add 100% defense to the palace, will only work for the capital city:
    \My Games\Beyond the Sword\MODS\Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml

    From:
    Spoiler :
    <!-- Palace -->
    <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
    <Type>BUILDING_PALACE</Type>
    <Description>TXT_KEY_BUILDING_PALACE</Description>
    <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
    <Advisor>ADVISOR_ECONOMY</Advisor>
    <!-- Graphical and interface -->
    <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
    <iMinAreaSize>-1</iMinAreaSize>
    <fVisibilityPriority>10000</fVisibilityPriority>
    <!-- Prerequisites -->
    <iCitiesPrereq>4</iCitiesPrereq>
    <!-- Construction cost -->
    <iCost>160</iCost>
    <!-- Main effects -->
    <iHappiness>1</iHappiness>
    <YieldChanges>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>10</iYield>
    </YieldChanges>
    <CommerceChanges>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>4</iCommerce>
    </CommerceChanges>
    <!-- Special Yield and Commerce modifiers -->

    Change To:
    Spoiler :
    <!-- Palace -->
    <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
    <Type>BUILDING_PALACE</Type>
    <Description>TXT_KEY_BUILDING_PALACE</Description>
    <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
    <Advisor>ADVISOR_ECONOMY</Advisor>
    <!-- Graphical and interface -->
    <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
    <iMinAreaSize>-1</iMinAreaSize>
    <fVisibilityPriority>10000</fVisibilityPriority>
    <!-- Prerequisites -->
    <iCitiesPrereq>4</iCitiesPrereq>
    <!-- Construction cost -->
    <iCost>160</iCost>
    <!-- Main effects -->
    <iHappiness>1</iHappiness>
    <iDefense>100</iDefense>
    <YieldChanges>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>10</iYield>
    </YieldChanges>
    <CommerceChanges>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>4</iCommerce>
    </CommerceChanges>
    <!-- Special Yield and Commerce modifiers -->

    C2C - Ultimate Earth Map V2.8 released

    Changes in C2C - Ultimate Earth Map V2.8 100% MOD and SVN update compatible:

    Changelog Map 2.8
    Fixed some terrains and many map changes.
    Fixed many misplaced arctic forrest plots.
    Added some more unexplored islands to the oceans.
    Added new main feature, the mediterranean sea is completly costal waters now, so some blocked europe civs
    may advance easyly to africa and can get there hunters there with early ships.
    Added new main feature gibralta. Who controls gibralta may control the entrance to the mediterranean.
    Fixed some shore lake plots.
    Fixed the south polar region not to be able to enter by new zeeland at early game, high see ships needed to
    reach the south polar region.
    New main feature, western europe costal waters expanded, so the seafaring european civs can go to colonize and for exploration
    and the european civs get not blocked there sealines by citys to early.

    Changelog Scenario 2.8
    All AI civs set from Handicap_DEITY to Handicap_NOBLE to help the AI play better.
    Moved the portugal and spanish civ so they dont block each other in europe, makes hunting more possible for both civs.
    Spanish civ starts in gibralta and controls gibralta.
    After the handicap change, all free trackers and free buildings removed again, no longer needed,
    AI should play good enouth now.

    Alternative harder start 2.8:
    Problem: AI sucks to survive, i can kill them easy with expirienced units, must be harder.
    Solution: If you want a harder game the AI civ needs more defense for its capital city, that can be easy done
    by giving the palace +100% defense, a free stone wall will not work because its giving -1.50 gold maintainance,
    the AI cant pay that at start. So yo have to change this if you want a AI thats able to
    resist and survive the stone age, you can still kill em but will be mutch harder:
    Change this file to add 100% defense to the palace, will only work for the capital city:
    \My Games\Beyond the Sword\MODS\Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml

    From:
    Spoiler :
    <!-- Palace -->
    <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
    <Type>BUILDING_PALACE</Type>
    <Description>TXT_KEY_BUILDING_PALACE</Description>
    <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
    <Advisor>ADVISOR_ECONOMY</Advisor>
    <!-- Graphical and interface -->
    <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
    <iMinAreaSize>-1</iMinAreaSize>
    <fVisibilityPriority>10000</fVisibilityPriority>
    <!-- Prerequisites -->
    <iCitiesPrereq>4</iCitiesPrereq>
    <!-- Construction cost -->
    <iCost>160</iCost>
    <!-- Main effects -->
    <iHappiness>1</iHappiness>
    <YieldChanges>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>10</iYield>
    </YieldChanges>
    <CommerceChanges>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>4</iCommerce>
    </CommerceChanges>
    <!-- Special Yield and Commerce modifiers -->

    Change To:
    Spoiler :
    <!-- Palace -->
    <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
    <Type>BUILDING_PALACE</Type>
    <Description>TXT_KEY_BUILDING_PALACE</Description>
    <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
    <Advisor>ADVISOR_ECONOMY</Advisor>
    <!-- Graphical and interface -->
    <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
    <iMinAreaSize>-1</iMinAreaSize>
    <fVisibilityPriority>10000</fVisibilityPriority>
    <!-- Prerequisites -->
    <iCitiesPrereq>4</iCitiesPrereq>
    <!-- Construction cost -->
    <iCost>160</iCost>
    <!-- Main effects -->
    <iHappiness>1</iHappiness>
    <iDefense>100</iDefense>
    <YieldChanges>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>10</iYield>
    </YieldChanges>
    <CommerceChanges>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>4</iCommerce>
    </CommerceChanges>
    <!-- Special Yield and Commerce modifiers -->


    Changes in C2C - Ultimate Earth Map V2.9 100% MOD and SVN update compatible:

    Changelog Map 2.9
    Mount Fuji in japan placed on mountain, graphic floting in the air, plot changed to plains.
    Removed carbondioxid ice from map, is for the moon only.
    Expanded Greenland.
    Expanded the canarian islands.
    Sulphur resources rebalanced on map.
    Some minor map changes.

    Changelog Scenario 2.9
    Fixed a bug scenario plays at HUGE but map is GIGANTIC, changed the scenario now to GIGANTIC.
    Remove option Divine Prophets and Choose Religions from scenario, so religions will come normaly from the tech tree now.
    Moved the Viking civ to greenland to free europe from one civ.
    Moved Portugal civ to canarian islands to free europe from one civ.

    Alternative harder start 2.9:
    Problem: AI sucks to survive, i can kill them easy with expirienced units, must be harder.
    Solution: If you want a harder game the AI civ needs more defense for its capital city, that can be easy done
    by giving the palace +100% defense, a free stone wall will not work because its giving -1.50 gold maintainance,
    the AI cant pay that at start. So yo have to change this if you want a AI thats able to
    resist and survive the stone age, you can still kill em but will be mutch harder:
    Change this file to add 100% defense to the palace, will only work for the capital city:
    \My Games\Beyond the Sword\MODS\Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml

    From:
    Spoiler :
    <!-- Palace -->
    <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
    <Type>BUILDING_PALACE</Type>
    <Description>TXT_KEY_BUILDING_PALACE</Description>
    <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
    <Advisor>ADVISOR_ECONOMY</Advisor>
    <!-- Graphical and interface -->
    <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
    <iMinAreaSize>-1</iMinAreaSize>
    <fVisibilityPriority>10000</fVisibilityPriority>
    <!-- Prerequisites -->
    <iCitiesPrereq>4</iCitiesPrereq>
    <!-- Construction cost -->
    <iCost>160</iCost>
    <!-- Main effects -->
    <iHappiness>1</iHappiness>
    <YieldChanges>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>10</iYield>
    </YieldChanges>
    <CommerceChanges>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>4</iCommerce>
    </CommerceChanges>
    <!-- Special Yield and Commerce modifiers -->

    Change To:
    Spoiler :
    <!-- Palace -->
    <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
    <Type>BUILDING_PALACE</Type>
    <Description>TXT_KEY_BUILDING_PALACE</Description>
    <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
    <Advisor>ADVISOR_ECONOMY</Advisor>
    <!-- Graphical and interface -->
    <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
    <iMinAreaSize>-1</iMinAreaSize>
    <fVisibilityPriority>10000</fVisibilityPriority>
    <!-- Prerequisites -->
    <iCitiesPrereq>4</iCitiesPrereq>
    <!-- Construction cost -->
    <iCost>160</iCost>
    <!-- Main effects -->
    <iHappiness>1</iHappiness>
    <iDefense>100</iDefense>
    <YieldChanges>
    <iYield>0</iYield>
    <iYield>0</iYield>
    <iYield>10</iYield>
    </YieldChanges>
    <CommerceChanges>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>0</iCommerce>
    <iCommerce>4</iCommerce>
    </CommerceChanges>
    <!-- Special Yield and Commerce modifiers -->


    Changes in C2C - Ultimate Earth Map V3.0 100% MOD and SVN update compatible:

    3.0 works now with latest SVN and Version of C2C!
    Civilizations reduced to 40 civs to match the new civ limit.
    Better starting positions for some civs added.
    Minor map changes.

    No Pre set Civs version of UEM 3.0 added for download now.

    Changes in C2C - Ultimate Earth Map V3.1 100% MOD and SVN update compatible:

    Some new game options installed for better scenario gameplay in UEM 3.1!

    Raging Barbs - Uncheck (turn off - Multiple reasons since there are now 4 NPCs)
    More XP to Level - Check (better balance for your chosen Game Speed)
    Peace Among NPC - Check (Barbs won't be capturing/subduing all the animals)
    Reckless Animals - Check (Stock animal behaviour, All animals "may" attack, as SA used to be/work)
    Animals Stay Out - Check (Optional if you don't want to guard every worker, missionary, etc. inside your own borders from animal attacks)

    No map changes, if you want the map only get C2C-UEM-ByPit2015-V3.0_no_preset_Civs.7z map still the same.

    Changes in C2C - Ultimate Earth Map V3.2 100% MOD and SVN update compatible:

    Fixed alot of misplaced forest plots.
    Removed savanna plots from south america, so no more african animals in south america if you want them you have to send your hunters to africa.
    Removed savanna plots from australia, so no more african animals in australia if you want them you have to send your hunters to africa.
    Enlarged the mediterranean sea a bit.
    Wonder basalt organ moved to south australia where it should be.
    Aurora wonder added to the map/scenario, search for it.
    Removed all quantonium crystals, should not be on a earth map.
    + Alot of minor map terrain changes.

    Changes in C2C - Ultimate Earth Map V3.3 100% MOD and SVN update compatible:

    Fixed and added the missing elephant resource to regions where they should be.
    Added some coconut to the caribbean.
    Checked and balanced the entire resource placement.
    Added some more unexplored islands bonus resources, go out and explore the sea, alot to discover there now.
    Map is good for a long game now.

    Changes in C2C - Ultimate Earth Map V3.4 100% MOD and SVN update compatible:

    Start date set to 200000 BC, needed for the C2C Mod now.

    Please clear the cache folder before you start a new game. This removes the old cached data from your previously played C2C version and will help eliminate conflicts and oddities.

    This is the Path to the proper cache folder to clear (delete contents) for Win 10 users: C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword\cache

    Changes in C2C - Ultimate Earth Map V3.5 100% MOD and SVN update compatible:

    LEADER_WASHINGTON AI Handicap fixed to Noble as it should be.

    Changes in C2C - Ultimate Earth Map V3.6 100% MOD and SVN update compatible:

    Map resources overhaul, missplaced non map resources are removed and some balancing. All removed resources are not game-breaking, you can continue your 3.5 games.
    The vikings getting some more grass terrain to have a better start.
    Some minor map changes.

    Changes in C2C - Ultimate Earth Map V3.7 100% MOD and SVN update compatible:

    Rapa Nui isle added.
    New main feature added: Two secret costal ways from galapagos to the pacific isles and from south america to rapa nui added for early ships to simulate the early inca voyages to the pacific and rapa nui. Connects the costal way arround earth, but long ways to go until you research the tech required to enter the oceans with ships.
    Some more unexplored isels loot plots added into the oceans, go out there with your ships and find them before any other civ will do it.
    Some minor map changes.

    End information:

    Please stay tuned, i will update the map in the future so it will still work with all C2C updates and report all bugs that you encounter here.
    Also post any suggestions you have here, i think about and get it into the scenario and map.

    INFO: Also check out my STNH-Ultimate-Galaxy mod for STNH (Star Trek New Horizons) mod for Stellaris. STNH-Ultimate-Galaxy 6000 Star Systems + 66 races added + Mostly historic starting locations for all races. Have fun. http://steamcommunity.com/sharedfiles/filedetails/?id=874703641

    -Pit2015
     

    Attached Files:

    Last edited: Dec 31, 2017
  2. Pit2015

    Pit2015 Chieftain

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    C2C - Ultimate Earth Map V2.1 released

    Changes in C2C - Ultimate Earth Map V2.1 100% MOD and SVN update compatible:

    Message bug fixed.

    -Pit2015
     
  3. Pit2015

    Pit2015 Chieftain

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    C2C - Ultimate Earth Map V2.2 released

    Changes in C2C - Ultimate Earth Map V2.2 100% MOD and SVN update compatible:

    Tribal Guardian added to all civs making the scenario 100% mod compatible.

    NationalWonders_CIV4BuildingInfos no longer needed to be changed for scenario, Tribal Guardian adds now 200% to capital city defense.

    Scenario is bug free now and playable.

    -Pit2015
     
  4. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

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    Moderator Action: Moved to the maps and scenarios section
     
  5. Pit2015

    Pit2015 Chieftain

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    "The scenario runs with these components:"

    Text and features completed and updated.

    Some text and information updates to release 2.2 text in this posting.

    -Pit2015
     
  6. Pit2015

    Pit2015 Chieftain

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    C2C - Ultimate Earth Map V2.3 released

    Changes in C2C - Ultimate Earth Map V2.3 100% MOD and SVN update compatible:

    All Lakes fixed to match new C2C art.

    New Zealand land mass fixed a bit.

    -Pit2015

    Also:

    New preview picture of the UEM added here in forum, displaying the new costal art and new cost lines and costal waters from the new SVN update.
     
  7. Pit2015

    Pit2015 Chieftain

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    (NO LONGER NEEDED WAS FIXED NOW)

    OPTIONAL MODMOD:

    C2C - Ultimate Earth Map V2.3 - CRIME BUG UPDATE

    I fixed the Crime Bug thats currently in the C2C mod, i pushed back the rates at when a crime will exist so the AI civs dont get bankrupt by it at eternity game speed, so you can continue with your save game. The current crime setting gives the AI -80 gold while they only generate 8 gold at best. So the AI civs will go bankrupt and the AI will be unproductive and a easy enemy. Even if you build all anti crime buildings you cant reduce the crime in prehistoric era, after masonry you and the AI can build police units.

    Extract the zip file and put the attached file "CIV4PropertyInfos.xml" to:

    ...\Documents\My Games\Beyond the Sword\MODS\Caveman2Cosmos\Assets\XML\GameInfo

    Changes:

    Crime exist at:
    Kidnapping (325), Murder(500), Rape(370), Mugging(150), Burglary(125), Fighting(100), Gangs(300), Looting(250).

    Changed to:
    Kidnapping (480), Murder(650), Rape(550), Mugging(250), Burglary(125), Fighting(200), Gangs(500), Looting(420).

    Updates by the MOD will merge the files, it should work after a new SVN update, if the mod changes it again i will fix it again if needed and put a new update online here if the crime bug still in the mod. If you want the original SVN file back, then just delete this file and run the SVN update again, it will download the latest mod file then.

    You can continue with your save game now and the AI civs will not go bankrupt all.

    -Pit2015

    (NO LONGER NEEDED WAS FIXED NOW)
     

    Attached Files:

  8. JosEPh_II

    JosEPh_II TBS WarLord

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    No you just changed the minCrime level entry data, there is No bug in Crime. Just your scenario and your apprehension over dealing with crime earlier than you like.

    Please do not attribute "bugs" to the Main Mod that are from your Scenario decisions and set up. It's Not appreciated at all. There will be more changes to Crime after the v36 release. Be prepared.

    JosEPh
     
  9. Pit2015

    Pit2015 Chieftain

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    If you give the AI -75 gold in prehistoric era with looting crime when the AI only can generate about 8 gold and making all AI civs bankrupt with it, it is a bug ;) , AI is doing well after my fix now.

    I know it will take old mans longer to accept there mistakes. ;) I am old too. ;) Dont tell me any foolisch stuff when you played months without noticing there is 50% gold missing from a calculation bug in gold calculation from bonus buildings and i showed you the bug. I know the AI good now and checking always to see that they work good. You never looked into your AI civs i bet, show me a save where you start your game and civs with 0 gold after 500 turns, no civ will have any gold on deity level and eternity speed, as you run the crime now, and yes C2C mod is desinged for eternity speed. The AI already sucks, so it will suck completly, my fix works and also gives you a harder time to overcome crime.

    Test my setting with your games... yep will be always be prepeared for new changes thanx. Remember some civs will have +360 crime in 500-1000 turns in prehistoric era. Look china civ in my scenario. Keep up the good work but be able to listen to problems. As i told you i can handle the crime, but the AI cant as you set it, so i like a hard crime in game but not when it kills the AI and making all civs bankrupt.

    If you balance it better later, then my fix can be removed.
     
  10. Pit2015

    Pit2015 Chieftain

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    C2C - Ultimate Earth Map V2.3 map only added with no preset civs.

    I added a map only version of the C2C - UEM - Ultimate World Map 2.3

    C2C-UEM-ByPit2015-V2.3_no_preset_Civs.7z

    No preset civs in this map. This map can be used on every gamespeed you like and with all custom settings (Custom scenario) you like. Have Fun.

    -Pit2015
     
  11. Publicola

    Publicola Chieftain

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    Looks great! Does this map include the Natural Wonders in their proper locations as well?
     
  12. Pit2015

    Pit2015 Chieftain

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    Tx, mostly yes, some misplaced (1 or 2 i think). Will be fixed in next version, if you see a misplaced wonders plz report it.
     
  13. Harald Blatand

    Harald Blatand Chieftain

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    Hi,

    An old Civ2 and SMAC player - I never cease to play these games since their release - I didn't really made the jump to civ3+ until last year, when I bought a civ3+civ4 package. But my mild interest for Civ4 was greatly intensified by the various mods I discovered. then. Finally, two weeks ago, I began to play C2C and immediatly after C2C with UEM v2.3 : it's probably my ultimate Civ experience, apart some SMAC's game. Congratulation for all the modders for this great job !

    Hélas ! After ~500 turns of play, C2C refuse to start a new UEM scenario : Civ4 BTS and C2C and many others mods work perfectly well, but when I came to load a new UEM game, the game crash during the first third of the loading bar. In fact, I can still play my current UEM game, but not begin a new one. How Strange. I'm using a Thinkpad W520 with 8go RAM and a 2 Go NVIDIA graphic card and my OS is Windows 7.

    So, any help from the community would be most appreciate. I also keep an eye on the C2C v36 release, hoping that it could help in some way...

    Thanksfully yours !
     
  14. Thunderbrd

    Thunderbrd C2C War Dog

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    Ah... yeah update to v36 and if you still have the problem then update to the SVN version and report the problem with a save in the bugs and crashes section.
     
  15. Pit2015

    Pit2015 Chieftain

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    I am currently updating the scenario and the map now. If you have any idears or suggestions act fast and let me know, in some hours i will release a new version with map fixes and fixed problems.

    Current problems in scenario in eternal speed: (Scenario and this large map should be played in ethernal speed, otherwise you get every 5 turns a new tech, what sucks if you grow to big, now techs realy worth something)

    Problem 1: The AI sucks and the scenario is not hard enouth. Thats because the AI cant keep up with research because they dont get animals fast enouth what boost the player research and they need to long to get the tech to expand and build more citys and to get so more research faster done.

    We counter problem 1: I will give all civs at start the tech tribalismus, so every civ will be able to expand from start.

    Problem 2: Some AI civs still getting bankrupt even if they start with 20000 gold, thats because crimes hit hard now and some crimes happen early now and there is no police unit before masonry for the AI and player, so with every anti crime building build it takes the AI to long to reach masonry or get other techs that allow buildings to reduce crime. This will be maybe work better when the AI can expand directly after start now with the free tribalismus tech but bit more is needed to compensate this i think.

    We counter problem 2: I am currently think about to give every civ at start some free police units or a free anti crime building, if you have better idears let me know. Maybe the best way is to give all civs masonry from start, or maybe i check if i can make the police unit available earlyer. A early police unit will be build in the C2C mod in the future maybe, that will fix this problem.
     
  16. Justin Cray

    Justin Cray Chieftain

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    South Africa seems to be full of Gems, which actually doesn't work because that's a building ressource. You can't mine Gems.

    You should place Diamonds instead, also not so many, that one spot can get 5+ tiles that get super powerful.

    South Africa also needs Deer and Cows, although this might be a balance issue (Zulu get no herd animals but instead need a big hunting army to constantly butcher caught animals).
     
  17. JosEPh_II

    JosEPh_II TBS WarLord

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    FYI,
    Looting has been moved back to Masonry Tech and it's MinCrime level is now 300. The -50 Commerce malus has been halved to -25, but the food and research both take a -10 hit.

    If Nightmare Option is used for this Scenario both Immortal and Deity had errors for Crime per pop and have been fixed. They were not giving the right value for Crime per pop. Each is harder now as StrategyOnly intended.

    Check SVN thread for other changes.

    JosEPh
     
  18. Pit2015

    Pit2015 Chieftain

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    Hmm i cant place building resources on the map so its a normal map resource, so must be a normal natural resource... yeah south afrika has a lot of diamonds. Are you sure thats gems and they cant be mined? Ah ok i see its changed to a building resource now in worldbuilder, ok i fix that and change it to diamonds. Also i reduce the diamonds amount of south afrika.

    There also some other civs that dont have deer or cow in there starting city, are you sure that will make the zulu civ having a to big hunting army? I place a deer and cow for him then we see.

    Edit:
    (Ok all gems fixed into dimonds worldwide)
     
  19. Pit2015

    Pit2015 Chieftain

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    Ok than the problem should be fixed and no more changes needed for this than hopefully in the scenario. So i only fix some map problems and build the map up and the resources and let all civs start with tribalismus, than the AI should be better and harder and the AI will be able to expand from scenario start and dont fall behind to mutch.
     
  20. Pit2015

    Pit2015 Chieftain

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    C2C - Ultimate Earth Map V2.4 released

    Changes in C2C - Ultimate Earth Map V2.4 100% MOD and SVN update compatible:

    Changelog Map 2.4
    All gem resources changed correctly to diamonds.
    More dormant and active volcanos added, earth fire ring.
    Removed some oasis, to many onto map.
    Added some salt flats.
    Added more lush land.
    Added rocky terrain.
    Added fine clay resource.
    More swamps added.
    Some resources added.
    More coconut resources added.
    Some land mass fixes and some terrain added.
    Some more natron added.

    Edit:
    (New Main Feature added to UEM 2.4, there is now a north polar ocean passage arround the globe now, so ships can go arround the world this north route. But beware its blocked by polar ocean sometimes, so the early ships cant get thrue this route, only ships that able to enter high sees may go thrue this route. Or you need to get the astronomy tech to make your ships cable entering polar ocean. So for early contacts like the vikings reached amerika you still have to go the long costal ways arround the world, that may require "Right of way" wars if some other civ blocks your way with a city until you get high see ships that can leave the costal waters. Interesting strategies to play out here now. Also you can hide your submarines under the polar ice to intercept your enemys north polar route.)

    Changelog Scenario 2.4
    New Mod option "Teleport Hunting Awards" added to scenario that will fix most AI problems.

    No more other extra files needed, scenario is 100% C2C Mod compatible again.
    Just use the Mod and the scenario or map file.

    2.4 map with no preset civs will be released soon. Scenario 2.4 with updated earth map is released now. Play the scenario in deity and with eternity speed and with the preset options if you want a working and real challenging game. Try to rule or survive the planet earth.

    -Pit2015
     

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