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

Have you tried to recalculate the modifiers? Because that isn't supposed to happen.

Nope, works for all other citys, i think recalculation will not help there. Well, i will try a recalculation later and report here.

EDIT: I updated to latest SVN now and recalculated, yep you are right that fixed it.
 

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Is there a 2GB RAM limit or a 4GB RAM limit now on the C2C mod + Beyond the Sword on a 64-bit system?
 
4GB limit due to 32 bit core exe. We will never be able to exceed this limit.

Looks good, should work with my scenario/map size then, i am only at 1,8-1,9 GB RAM at turn 1400 now. :woohoo:Lol Firefox is using mostly same than C2C. :)

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And never say never, looks like there are some new ways...

https://de.wikipedia.org/wiki/4-GB-Grenze

PSE-36 and PAE to overcome the 4GB limit... also there are some tools arround to kill the 4GB limit for 32 bit games now. Also AWE from microsoft... but AWE will only work with server windows.

2-4GB game memory limits and solutions
Also maybe look here: http://wiki.tesnexus.com/index.php/2-4GB_game_memory_limits_and_solutions

"Question - Scenario 2: 64-bit system with 8 GB RAM. The OS reserves 2 GB for itself. The remaining 6 GB is available for allocating to programs. If the game EXE is flagged LAA, it should be able to address 4 GB, leaving 2 GB for all other processes, programs. Are you saying that flagging the DLLs as LAA will force them to address the leftover 2 GB, and without flagging them LAA, they will share the 4 GB the game is addressing?

Answer: Re Scenario 2 (64-bit OS w/8 GB of RAM): Basically, yes. Without the LAA flag, both the game and the DLLs will be loaded into the same 4 GB of memory, as in Scenario 1. The space occupied by the DLLs is thus unavailable to the game. As far as the OS is concerned, the game and DLLs NEED to believe they are in Scenario 1. With the LAA flag, they get loaded into any portion of free memory space (i.e. the upper 6 GB postulated) and can be given up to 4 GB. Though it is more correct to say they are 'enabled' to be loaded high rather than 'forced'. (The OS has it's own mechanism for deciding what gets loaded where in physical RAM.) In this situation, the DLLs are loaded separately and away from the memory space that can be claimed by the game itself, which is thus maximized to a 4 GB limit. (This does assume the DLLs do not occupy more than another 2 GB.)"
 
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The game really only handles 4 GB tops, more than that and it doesn't boot. A decade of testing has proven that. :sad:

Worst case scenario the game would be having MAF's every other turn, so you can always save before pressing "Next Turn" and when it crashes load the save and so on and so forth. It's how @Yudishtira has been able to play the same gave for years now.
 
The game really only handles 4 GB tops, more than that and it doesn't boot. A decade of testing has proven that. :sad:

Worst case scenario the game would be having MAF's every other turn, so you can always save before pressing "Next Turn" and when it crashes load the save and so on and so forth. It's how @Yudishtira has been able to play the same gave for years now.

Ok, good to know. But looks far from crashing currently. But i edit the posting up, look into that new soutions. Link included upstairs...

2-4GB game memory limits and solutions
http://wiki.tesnexus.com/index.php/2-4GB_game_memory_limits_and_solutions


I am only a bit concerned what will happen with RAM if we have multimap. ;) Hopefully it will clear the RAM before next map is loaded. Needs a way to save the units to HDD that will transfer from one to another map.
 
It's a pity really. Back in the day DOS (16bit) provided 640 kB, not 64 kB as you would have assumed. That kind of mechanism would be more than enough for this mod, at least for now.
 
For german gamers or if you want to learn german. :thumbsup: New documentations for free to listen to in background or to watch in pause times when you time travel with Ultimate Earth Map.

https://www.zdf.de/geschichte

Alot of megafauna and the first americans here, sensation find in Brazil: (First american came not over siberia, mostly over africa. Globis first theory died.)

https://www.zdf.de/dokumentation/terra-x/sensationsfund-in-brasilien-100.html

All Terra X: https://www.zdf.de/dokumentation/terra-x/archiv-ganze-sendungen-100.html

upload_2018-9-16_23-59-24.jpeg
 
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BUG/PROBLEM: I tested the trader units, revenue depends on city size and distance, but moving one trade unit like 20-30 plots away to viking capital gives 366 gold, moving it about 120 plots away gives only 390 gold, only about 30 gold more for a long time, distance revenue should be increased by 1000% or 5000% or 10000% then, that sucks, no one will take the risk and time to send them long ways if he can get mostly the same from his closest foreign city.
 
BUG/PROBLEM: I tested the trader units, revenue depends on city size and distance, but moving one trade unit like 20-30 plots away to viking capital gives 366 gold, moving it about 120 plots away gives only 390 gold, only about 30 gold more for a long time, distance revenue should be increased by 1000% or 5000% or 10000% then, that sucks, no one will take the risk and time to send them long ways if he can get mostly the same from his closest foreign city.
Not seeing the problem here. Many times they are used for keeping updates and exploration on the internal goings on of other nations so if you're using it JUST for trade, sure, why not just find where the best trade routes would be for you based on the time return? Later in the game, faster routes may shift to benefiting trade further away but it's not historically inaccurate that the most common routes would be closer in ones.
 
Not seeing the problem here. Many times they are used for keeping updates and exploration on the internal goings on of other nations so if you're using it JUST for trade, sure, why not just find where the best trade routes would be for you based on the time return? Later in the game, faster routes may shift to benefiting trade further away but it's not historically inaccurate that the most common routes would be closer in ones.

Well revenue is mostly the same on distance now, no big difference, distance is not hitting hard enouth, so i will go to the closest foreign capital with my traders mostly always. No longer ways needed, because its only 20-30 gold more in alot of turns. Yep right, it's not historically inaccurate that the most common routes would be closer in ones. But is inaccurate that the same city on different distance gives just +1% more. :thumbsup: Problem is distance should give more as said in mouse hover over on perform trade mission. Think about to increase it a bit, if not i go allways to the next capital with a good amount, trader is respawning and can go again, meens a longer way will never be more profitable. I get 100% by respawning the trader.
 
But is inaccurate that the same city on different distance gives just +1% more.
How can you have the same city have a different distance to the same fixed point? Cities don't move...
Problem is distance should give more as said in mouse hover over on perform trade mission.
It is giving more, as you've shown. Just not more total profit/time. Size of the city can also play a factor...
 
How can you have the same city have a different distance to the same fixed point? Cities don't move...

It is giving more, as you've shown. Just not more total profit/time. Size of the city can also play a factor...

"How can you have the same city have a different distance to the same fixed point? Cities don't move..."

Tested in WB, builded a trader in my city washington, then moved the unit in WB into capital city of the viking 366 gold, then moved the unit in WB to delhi capital india, better city then the vikings and half arround the globe and only 390 gold. Long distance no win. ;) But you also can test it building two trader units in different citys, best alot of different distances in game (Trader unit needs to be build in game not just placed in WB to get the home city for trade calculation) then go to WB and move the two units you build in differnt distanced citys via unit select to the same foreign city and you have the same city calculation with different distances. :) Move unit builded in game in WB then exit WB mouse over conduct trade mission to look revenue.

"It is giving more, as you've shown. Just not more total profit/time. Size of the city can also play a factor..."

Distance is completly not profitable now, respawning (Conducting a trade mission to respawn) gives +100% faster currently.

Like: City 10 plots away = 100 gold + respawning trader unit = again 100 gold in 10 turns

Like: City 30 plots away = 110 gold + respawning trader unit = again 110 gold in 30 turns

So only guys with no trading knowledge will go 30 plots when they can go 10 plots for more. :)

So a plot distance should give about 10% + more per plot not 1%? Then distance should be profitable for 10 plots more to go (If you have a better or same good city more far away). But it will also increase the revenue for the first 10 plots moved. Hmm have to think about, maybe +10% per plot is to less. but on a base of 200 it will be + 20 gold per plot, sounds better then + 2 gold per plot. Has to overcome the respawning of the trader unit.

Best will be maybe a increasing +% on distance like 5 plots distance = +1% per plot, 10 plots distance = +10% per plot, 20 plots distance = +50% per plot, more far distance = more revenue. (If the city is same good as the closer city) If that increasing of distance revenue can be done. Upscaling with distance, not per plot +1%.

Then you will think about new strategys to establish far away trade routes and how you can do that and you will maybe take the risk for a long dangerous distance. Good for a strategy game. And you have to do a good trade on deity to survive.
 
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Well, again, as routes improve and half the globe can be traversed in one round, the distance becomes more profitable. And the benefit of moving all that distance is to stay updated on the goings on in the nation you're crossing. So it's not ALL about getting more gold. But you DO get more gold, just not so much as to make it necessary to want to travel that distance (though you may wish to with the really big merchants like Great Merchants, where that % difference will make a much bigger difference since they have a much higher base amount to cash in on and have modified.)
 
"just not so much as to make it necessary to want to travel that distance" Yep better to change/improve that. ;) My suggestion will improve trade and lead to new interesting strategys. Try to improve it or i go to the next profitable city. :thumbsup: "as routes improve and half the globe can be traversed in one round" (Only on small maps not on UEM hopefully :)) Also that will meen respawning the trader asap and do it even faster = most gold so this will work only faster. Longer distances with more profit = less trader respaning = more strategy + more interesting gameplay. Make more gold harder not faster. But ok currently letz go to the closest profitable city, but can be changed in the future for better gameplay maybe.
 
"just not so much as to make it necessary to want to travel that distance" Yep better to change/improve that. ;) My suggestion will improve trade and lead to new interesting strategys. Try to improve it or i go to the next profitable city. :thumbsup: "as routes improve and half the globe can be traversed in one round" (Only on small maps not on UEM hopefully :)) Also that will meen respawning the trader asap and do it even faster = most gold so this will work only faster. Longer distances with more profit = less trader respaning = more strategy + more interesting gameplay. Make more gold harder not faster. But ok currently letz go to the closest profitable city, but can be changed in the future for better gameplay maybe.
Such a minor facet of the game. Not worth addressing. However, I have been working towards trade taking into account the transfer of resources that are plentiful in one place and scarce in another. If and when I do complicate trade further, it will be to consider much more than this insignificant detail.
 
Best will be maybe a increasing +% on distance like 5 plots distance = +1% per plot, 10 plots distance = +10% per plot, 20 plots distance = +50% per plot, more far distance = more revenue. (If the city is same good as the closer city) If that increasing of distance revenue can be done. Upscaling with distance, not per plot +1%.
You'd also have to consider if the goods are perishable, and if so, if you have e.g. salt - otherwise the revenue should go down with distance... I'm not sure if it's really worth it. Of course, the same could be true for the Trade Network: Not so much that salt gives a :health:, but that the "range" to trade food resources is limited until you have salt regardless of the territory you have to cross (or perhaps: How many rounds a certain unit would take to travel the distance to further encourage the building of roads).

Of course, all this would end up making things really complicated even for the player, turn times would probably skyrocket ...
 
Such a minor facet of the game. Not worth addressing. However, I have been working towards trade taking into account the transfer of resources that are plentiful in one place and scarce in another. If and when I do complicate trade further, it will be to consider much more than this insignificant detail.

On deity trade isnt minor its needed to survive and to stay on the top. :thumbsup: On deity treasury is hard to fill and you lack gold, but thats good, dont makes it too easy and you have to find ways for extra income, makes it even harder. Ok, sounds good to complicate trade, maybe something like load a ressource into the trade unit and then unload it where its needed or gives a good price, looking forward to it but first do multimap. :goodjob:
 
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