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

BUG/PROBLEM:

Whatever... stills loading assimilation option also when i turned it off in that file... i will make my own special rule than and dont build other cultures, so the AI can be strong.

Or maybe it must be disabled on savegame in WB? Trying...

Ok after editing the options file i needed to open WB and disable the option in the savegame, now its disabled and works.
 
Last edited:
On last game i was in war with aborigines and i was able to kill them with my super hero, because they cant build any and if i didnt had my super hero my army would not be able to win this war fast or at all.
I do have a project that will create some control and limitations to this stuff. It's just going to take a bit to get it completed.
 
I looked into CIV 6, C2C is 80% better and 90% deeper. :):thumbsup: Lol you can research only a few techs and no detailed city screen, children game, continuing my game, good to have C2C.
 
@Pit2015 you have VERY SERIOUS bug here:
NPCs are saved as actual civilizations.

I thought you knew about it but apparently you didn't.
You and every other mapmaker should replace those spurious "civilizations" after saving map:
Code:
BeginPlayer
    Team=45
    LeaderType=LEADER_BARBARIAN
    LeaderName=TXT_KEY_LEADER_BARBARIAN
    CivDesc=TXT_KEY_CIV_INSECTOID_DESC
    CivShortDesc=TXT_KEY_CIV_INSECTOID_SHORT_DESC
    CivAdjective=TXT_KEY_CIV_INSECTOID_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDECAL_Skullcrossbones.dds
    WhiteFlag=0
    CivType=CIVILIZATION_INSECTOID
    Color=PLAYERCOLOR_BLACK
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    MinorNationStatus=0
    StartingGold=0
    StateReligion=
    StartingEra=ERA_PREHISTORIC
    RandomStartLocation=false
    CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
    CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
    CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
    CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
    CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
    CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
    CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
    CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
    CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
    CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
    CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
    CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
    CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
    CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
    CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=46
    LeaderType=LEADER_NEANDERTHAL
    LeaderName=TXT_KEY_CIV_NPC_NEANDERTHAL_DESC
    CivDesc=TXT_KEY_CIV_NPC_NEANDERTHAL_DESC
    CivShortDesc=TXT_KEY_CIV_NPC_NEANDERTHAL_SHORT_DESC
    CivAdjective=TXT_KEY_CIV_NPC_NEANDERTHAL_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Neanderthal.dds
    WhiteFlag=1
    CivType=CIVILIZATION_NPC_NEANDERTHAL
    Color=PLAYERCOLOR_NEANDERTHAL
    ArtStyle=ARTSTYLE_EUROPE
    PlayableCiv=0
    MinorNationStatus=0
    StartingGold=0
    StateReligion=
    StartingEra=ERA_PREHISTORIC
    RandomStartLocation=false
    CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
    CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
    CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
    CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
    CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
    CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
    CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
    CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
    CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
    CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
    CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
    CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
    CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
    CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
    CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=47
    LeaderType=LEADER_GREEN_MAN
    LeaderName=TXT_KEY_LEADER_GREEN_MAN
    CivDesc=TXT_KEY_CIV_ANIMAL_BEAST_DESC
    CivShortDesc=TXT_KEY_CIV_ANIMAL_BEAST_DESC_SHORT
    CivAdjective=TXT_KEY_CIV_ANIMAL_BEAST_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Beast.dds
    WhiteFlag=1
    CivType=CIVILIZATION_ANIMAL_BEAST
    Color=PLAYERCOLOR_ANIMAL
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    MinorNationStatus=0
    StartingGold=0
    StateReligion=
    StartingEra=ERA_PREHISTORIC
    RandomStartLocation=false
    CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
    CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
    CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
    CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
    CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
    CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
    CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
    CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
    CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
    CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
    CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
    CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
    CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
    CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
    CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=48
    LeaderType=LEADER_GREEN_MAN
    LeaderName=TXT_KEY_LEADER_GREEN_MAN
    CivDesc=TXT_KEY_CIV_ANIMAL_PREDATOR_DESC
    CivShortDesc=TXT_KEY_CIV_ANIMAL_PREDATOR_DESC_SHORT
    CivAdjective=TXT_KEY_CIV_ANIMAL_PREDATOR_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Predator.dds
    WhiteFlag=1
    CivType=CIVILIZATION_ANIMAL_PREDATOR
    Color=PLAYERCOLOR_NEANDERTHAL_EMPIRE
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    MinorNationStatus=0
    StartingGold=0
    StateReligion=
    StartingEra=ERA_PREHISTORIC
    RandomStartLocation=false
    CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
    CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
    CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
    CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
    CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
    CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
    CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
    CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
    CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
    CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
    CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
    CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
    CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
    CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
    CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=49
    LeaderType=LEADER_GREEN_MAN
    LeaderName=TXT_KEY_LEADER_GREEN_MAN
    CivDesc=TXT_KEY_CIV_ANIMAL_PREY_DESC
    CivShortDesc=TXT_KEY_CIV_ANIMAL_PREY_DESC_SHORT
    CivAdjective=TXT_KEY_CIV_ANIMAL_PREY_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Creature.dds
    WhiteFlag=1
    CivType=CIVILIZATION_ANIMAL_PREY
    Color=PLAYERCOLOR_ISRAEL
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    MinorNationStatus=0
    StartingGold=0
    StateReligion=
    StartingEra=ERA_PREHISTORIC
    RandomStartLocation=false
    CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
    CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
    CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
    CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
    CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
    CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
    CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
    CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
    CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
    CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
    CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
    CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
    CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
    CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
    CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
    Handicap=HANDICAP_NOBLE
EndPlayer

With this:
Code:
BeginPlayer
    Team=45
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=46
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=47
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=48
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
    Team=49
    LeaderType=NONE
    CivType=NONE
    Color=NONE
    ArtStyle=NONE
    Handicap=HANDICAP_NOBLE
EndPlayer

World Builder saves NPCs as civilizations, this means animals and barbarians can discover, that Earth is round and can steal natural wonder discoveries.
Also most likely since you don't clean your map some civs may have revealed random tiles, and other civs probably accumulated a lot of gold if they are starting near natural wonder.

Also some players reported that they can't attack animals due to spurious civilization NPCs saved in scenario.
 
Hmm.... dont makes problems so far in my map/scenario. Are you sure this can be done? Will it not remove the NPC's ? Also NPC never stole a wonder... animals can be attacked with no problem.

BTW: i want to continue my game soon, any savegame breaking updates lately or can i continue my savegame?
 
Hmm.... dont makes problems so far in my map/scenario. Are you sure this can be done? Will it not remove the NPC's ? Also NPC never stole a wonder... animals can be attacked with no problem.

BTW: i want to continue my game soon, any savegame breaking updates lately or can i continue my savegame?
Of course NPCs will work. Its miracle, that it doesn't cause any problems for you.
What I posted for last 5 BeginPlayer entries is what should be in map file.
Just replace last 5 BeginPlayer entries with what I posted above.
Worldbuilder is buggy and not updated - if it was maintained and updated, then NPC civs wouldn't be saved.

ALL scenarios, that come with mod doesn't have NPC civs saved in - check last 5 BeginPlayer entries.
My, Kation's and Snofru's space maps doesn't have NPC civs saved in.

There shouldn't be any savebreaking changes btw.
 
Last edited:
I can remove that next update, no problem but now it makes also no problems. I can remove it for security, no big deal. That meens i can add more civs to my scenario? 49 are the limit... but i think also if NPCs not in scenario file they need that space? Not possible to add 5 more civs or?
 
I can remove that next update, no problem but now it makes also no problems. I can remove it for security, no big deal. That meens i can add more civs to my scenario? 49 are the limit... but i think also if NPCs not in scenario file they need that space? Not possible to add 5 more civs or?
10 last places are reserved for NPCs, 5 are currently used, so max limit always is 40 civs.
 
Last edited:
I can remove that next update, no problem but now it makes also no problems. I can remove it for security, no big deal. That meens i can add more civs to my scenario? 49 are the limit... but i think also if NPCs not in scenario file they need that space? Not possible to add 5 more civs or?
No, those slots are hardcoded and are at the upper limit of the player indexes.
 
Ok, yep i have 40 in scenario. So hopefully it will still work when NPC's code is removed, but thats why it makes no problems the NPC's teams are over that 40 civ limit, so they dont count.

Map/Scenario works fine currently in UEM 3.8 an can be gamed. Only cosmetic stuff, can be fixed later.
 
Ok, yep i have 40 in scenario. Some empty crap teams in there i can remove that also in next update. So hopefully it will still work when NPC's code is removed, but thats why it makes no problems the NPC's teams are over that 40 civ limit, so they dont count.
Well it DID problems in my and others scenarios, so I guess you were lucky.

This is how pristine team defines look.
Code:
BeginTeam
    TeamID=0
    ContactWithTeam=0
EndTeam
BeginTeam
    TeamID=1
    ContactWithTeam=1
EndTeam
BeginTeam
    TeamID=2
    ContactWithTeam=2
EndTeam
BeginTeam
    TeamID=3
    ContactWithTeam=3
EndTeam
BeginTeam
    TeamID=4
    ContactWithTeam=4
EndTeam
BeginTeam
    TeamID=5
    ContactWithTeam=5
EndTeam
BeginTeam
    TeamID=6
    ContactWithTeam=6
EndTeam
BeginTeam
    TeamID=7
    ContactWithTeam=7
EndTeam
BeginTeam
    TeamID=8
    ContactWithTeam=8
EndTeam
BeginTeam
    TeamID=9
    ContactWithTeam=9
EndTeam
BeginTeam
    TeamID=10
    ContactWithTeam=10
EndTeam
BeginTeam
    TeamID=11
    ContactWithTeam=11
EndTeam
BeginTeam
    TeamID=12
    ContactWithTeam=12
EndTeam
BeginTeam
    TeamID=13
    ContactWithTeam=13
EndTeam
BeginTeam
    TeamID=14
    ContactWithTeam=14
EndTeam
BeginTeam
    TeamID=15
    ContactWithTeam=15
EndTeam
BeginTeam
    TeamID=16
    ContactWithTeam=16
EndTeam
BeginTeam
    TeamID=17
    ContactWithTeam=17
EndTeam
BeginTeam
    TeamID=18
    ContactWithTeam=18
EndTeam
BeginTeam
    TeamID=19
    ContactWithTeam=19
EndTeam
BeginTeam
    TeamID=20
    ContactWithTeam=20
EndTeam
BeginTeam
    TeamID=21
    ContactWithTeam=21
EndTeam
BeginTeam
    TeamID=22
    ContactWithTeam=22
EndTeam
BeginTeam
    TeamID=23
    ContactWithTeam=23
EndTeam
BeginTeam
    TeamID=24
    ContactWithTeam=24
EndTeam
BeginTeam
    TeamID=25
    ContactWithTeam=25
EndTeam
BeginTeam
    TeamID=26
    ContactWithTeam=26
EndTeam
BeginTeam
    TeamID=27
    ContactWithTeam=27
EndTeam
BeginTeam
    TeamID=28
    ContactWithTeam=28
EndTeam
BeginTeam
    TeamID=29
    ContactWithTeam=29
EndTeam
BeginTeam
    TeamID=30
    ContactWithTeam=30
EndTeam
BeginTeam
    TeamID=31
    ContactWithTeam=31
EndTeam
BeginTeam
    TeamID=32
    ContactWithTeam=32
EndTeam
BeginTeam
    TeamID=33
    ContactWithTeam=33
EndTeam
BeginTeam
    TeamID=34
    ContactWithTeam=34
EndTeam
BeginTeam
    TeamID=35
    ContactWithTeam=35
EndTeam
BeginTeam
    TeamID=36
    ContactWithTeam=36
EndTeam
BeginTeam
    TeamID=37
    ContactWithTeam=37
EndTeam
BeginTeam
    TeamID=38
    ContactWithTeam=38
EndTeam
BeginTeam
    TeamID=39
    ContactWithTeam=39
EndTeam
BeginTeam
    TeamID=40
    ContactWithTeam=40
EndTeam
BeginTeam
    TeamID=41
    ContactWithTeam=41
EndTeam
BeginTeam
    TeamID=42
    ContactWithTeam=42
EndTeam
BeginTeam
    TeamID=43
    ContactWithTeam=43
EndTeam
BeginTeam
    TeamID=44
    ContactWithTeam=44
EndTeam
BeginTeam
    TeamID=45
    ContactWithTeam=45
EndTeam
BeginTeam
    TeamID=46
    ContactWithTeam=46
EndTeam
BeginTeam
    TeamID=47
    ContactWithTeam=47
EndTeam
BeginTeam
    TeamID=48
    ContactWithTeam=48
EndTeam
BeginTeam
    TeamID=49
    ContactWithTeam=49
EndTeam
 
Yes 0 to 49 = 50 Civs 40 useable - 10 reserved for NPC's
That's true but in scenarios, that's not as automatically defined as it is on a mapscript generated game. The scenario/map maker has to manually take the step that Raxxo is trying to show you or there are bugs that are introduced. Unfortunately, the code cannot be relied upon to make that adjustment automatically because the default mechanism doesn't correct this automatically.

No, it's not crash bugs that are introduced, but yes, it will cause some things to not function correctly, things Raxxo did identify in the earlier post.
 
That's true but in scenarios, that's not as automatically defined as it is on a mapscript generated game. The scenario/map maker has to manually take the step that Raxxo is trying to show you or there are bugs that are introduced. Unfortunately, the code cannot be relied upon to make that adjustment automatically because the default mechanism doesn't correct this automatically.

No, it's not crash bugs that are introduced, but yes, it will cause some things to not function correctly, things Raxxo did identify in the earlier post.

Hmm my code on teams is that currently:

BeginTeam
TeamID=7
ContactWithTeam=7
ContactWithTeam=40
ContactWithTeam=41
ContactWithTeam=42
ContactWithTeam=43
ContactWithTeam=44
ContactWithTeam=45
ContactWithTeam=46
ContactWithTeam=47
ContactWithTeam=48
ContactWithTeam=49
AtWar=40
AtWar=41
AtWar=42
AtWar=43
AtWar=44
AtWar=45
AtWar=46
AtWar=47
AtWar=48
AtWar=49
RevealMap=0
EndTeam

Should i keep that in or set it to? Maybe thats because there is no problem now... Some starting teams have contacts to others civs by default i should keep that, should i better set it to this?

BeginTeam
TeamID=7
ContactWithTeam=7
RevealMap=0
EndTeam
 
Hmm my code on teams is that currently:

BeginTeam
TeamID=7
ContactWithTeam=7
ContactWithTeam=40
ContactWithTeam=41
ContactWithTeam=42
ContactWithTeam=43
ContactWithTeam=44
ContactWithTeam=45
ContactWithTeam=46
ContactWithTeam=47
ContactWithTeam=48
ContactWithTeam=49
AtWar=40
AtWar=41
AtWar=42
AtWar=43
AtWar=44
AtWar=45
AtWar=46
AtWar=47
AtWar=48
AtWar=49
RevealMap=0
EndTeam

Should i keep that in or set it to? Maybe thats because there is no problem now... Some starting teams have contacts to others civs by default i should keep that, should i better set it to this?

BeginTeam
TeamID=7
ContactWithTeam=7
RevealMap=0
EndTeam
Second example is how all scenarios in mod and new spacemaps are setup.
BeginTeam entries may have few more lines though.
 
Last edited:
Hmm my code on teams is that currently:

BeginTeam
TeamID=7
ContactWithTeam=7
ContactWithTeam=40
ContactWithTeam=41
ContactWithTeam=42
ContactWithTeam=43
ContactWithTeam=44
ContactWithTeam=45
ContactWithTeam=46
ContactWithTeam=47
ContactWithTeam=48
ContactWithTeam=49
AtWar=40
AtWar=41
AtWar=42
AtWar=43
AtWar=44
AtWar=45
AtWar=46
AtWar=47
AtWar=48
AtWar=49
RevealMap=0
EndTeam

Should i keep that in or set it to? Maybe thats because there is no problem now... Some starting teams have contacts to others civs by default i should keep that, should i better set it to this?

BeginTeam
TeamID=7
ContactWithTeam=7
RevealMap=0
EndTeam
I'm not sure myself.
 
should i better set it to this?

BeginTeam
TeamID=7
ContactWithTeam=7
RevealMap=0
EndTeam

Yes.

As Raxo2222 said above.

That is what I have always done on my maps, for all teams. (0 -49).

The rest gets added as you meet NPC's etc.

Note: "Begin Team" usually only has other entries if it is a specific dated scenario (i.e. pre-made Carthage/Rome conflict). Because you already know some of your opponents at the start.
 
Last edited:
Hmm... some civs have a city near other civ, so they know each other by start... like france and england in my scenario... so will be a problem if i remove that? Well i can remove 40 to 49 an leave the other entries in so no problem.
 
Hmm... some civs have a city near other civ, so they know each other by start... like france and england in my scenario... so will be a problem if i remove that? Well i can remove 40 to 49 an leave the other entries in so no problem.
It doesn't matter if civs are near each other.

Worldbuilder saves too much stuff on turn 0.

Also you don't delete BeginTeam/Player entries but you replace it - look at other scenarios included with mod.
 
Back
Top Bottom