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

Yes. I think it is. But if I'm not mistaken it is now mostly handled by Air Pollution factors. It MIGHT have been disabled (at the time intended to be temporary) pending some restructuring that's been long forgotten. Haven't gotten into a game that far in a long time so I can't say for absolutely sure.

Ok. :thumbsup:
 
as I noticed, the mininum distance between cities of same civ is 2 only, X--X--X
for this super huge map that looks for me not optimal.
Is there a way to change it to 4? X----X----X

It's not map specific. It should be a global value in one of the globals.xml files in the Assets/XML folder.

It is MIN_CITY_RANGE in that file.

Although good modding practice as suggested by BtS developers is not to change the contents of that file but to copy the entry into GlobalDefinesAlt.XML and change it there. It makes it easier for people to see what difference is between vanilla and the mod. It also makes it easier to revert if needed.
 
It's not map specific. It should be a global value in one of the globals.xml files in the Assets/XML folder.
then pls take this as suggestion for an update.

btw. I remember that in settings is a field if amount of cities should be restricted. I think it would be good if the minimum distance will be related the map size, maybe as option.
 
then pls take this as suggestion for an update.

btw. I remember that in settings is a field if amount of cities should be restricted. I think it would be good if the minimum distance will be related the map size, maybe as option.

If I had my way I'd reduce it to 1. I don't see the need for a restriction at all.

Although good modding practice as suggested by BtS developers is not to change the contents of that file but to copy the entry into GlobalDefinesAlt.XML and change it there. It makes it easier for people to see what difference is between vanilla and the mod. It also makes it easier to revert if needed.
Interesting. I did not know that. Thanks for mentioning.
 
Is MIN_CITY_RANGE the switch that prevents you from building canals (a line of forts)? If so, that would be another reasont to set it to 1.
 
Is MIN_CITY_RANGE the switch that prevents you from building canals (a line of forts)? If so, that would be another reasont to set it to 1.

No. Somewhere it is set to only allow two forts/cities making a canal equivalent. Three don't work nohow;)
 
Cities closer together would make it much easier to do culture wars (taking over enemy cities through revolts due to border expansion). I'm not sure if that is a good or a bad thing.
 
Cities closer together would make it much easier to do culture wars (taking over enemy cities through revolts due to border expansion). I'm not sure if that is a good or a bad thing.
yes, but on that map it is crazy (and I think it will cause much more memory allocation crashes before each turn then will generate much more ram usage in later game), and in general: why you don't let decide this the user what he wants to play?
 
Is MIN_CITY_RANGE the switch that prevents you from building canals (a line of forts)? If so, that would be another reasont to set it to 1.

It's coded that way and has no interaction with Min City Range.

yes, but on that map it is crazy (and I think it will cause much more memory allocation crashes before each turn then will generate much more ram usage in later game), and in general: why you don't let decide this the user what he wants to play?
You can't make it much easier than changing a number in a global define file.
 
City range is good as it is and makes sense, the AI is placeing citys in my game good and mostly more far away then 2 plots, but in border regions and there where is not so mutch room like in europe the AI is able to place more citys and the citys still profitable with all these buildings in game now and the AI can make use of all terrain plots in a region.
 
I got 8% inflation after prehistoric era, any otions in this early game phase to lower the inflation?
 
City range is good as it is and makes sense.
but the sense is depending from map size.
On this map there will be too much cities overall, and none able to develop and rise.
But this is same like the question if workable mountains or not (I prefer not workable mountains). More minimum distance gives more bigger cities, which makes it not easier, but different to play, and also it reduces the CTDs when autoupgrades run and any city pops up because there is a unit for upgrade and the ram is full soon within one turn.
 
We'd probably make some of the globals establishable during the game setup as a variable there if it were more easily done to setup an option list. You've noticed, I'm sure, that all of the game options are just boolean selections. Much of this mechanism is hard coded in the exe and it makes this sort of thing very difficult to allow the player to set it IN the game program rather than in the files.
 
one thing that me disturbed always is the randon (?) or arbitrary set resources w/o any geografical or historical relation
i.e.:
- corn (Mais) in "old world". Corn is an american only resource.
- horses on american continent. Horses come to america with the European ships.
- Bison in "old world". Those also are american only
There are lot of such, and for me this makes the map necessary to edit and correct minimum the brutal failures (i.e. horses)
(don't know how it is with cattle and mule, if I remember right, these also had not been in america but come with the European conquerors/settlers, like Lamas never had been outside South America.

Also the locations of the geological resources are not right. (i.e. copper missing on England)

Then another thing, not caused by the map but by the game research string:
In early game I can see domestic pigs but not cattles. This is not logic. Both should be have same requirements. While wild pigs have to be subject of a hunter, means build a hunter's camp.
 
one thing that me disturbed always is the randon (?) or arbitrary set resources w/o any geografical or historical relation
i.e.:
- corn (Mais) in "old world". Corn is an american only resource.
- horses on american continent. Horses come to america with the European ships.
- Bison in "old world". Those also are american only
There are lot of such, and for me this makes the map necessary to edit and correct minimum the brutal failures (i.e. horses)
(don't know how it is with cattle and mule, if I remember right, these also had not been in america but come with the European conquerors/settlers, like Lamas never had been outside South America.

Hint: if you make public challenges, quietly ask google beforehand if your challenges are correct.

-There is such a thing as the "European Bison" living in the wild in Eastern Europe.
-Horses were native to the Americas until they died out 10,000 years (?) ago. The European colonists just re-introduced them. America used to have native camels, too.
-Which species is Corn depends on the area. The word "corn" outside North America, Australia, and New Zealand refers to any cereal crop. In the old world it means wheat, grain, oats, etc. In the Americas it is usually Maize.
 
Noriad2 said:
-Which species is Corn depends on the area. The word "corn" outside North America, Australia, and New Zealand refers to any cereal crop. In the old world it means wheat, grain, oats, etc. In the Americas it is usually Maize.
I refer to my shool book ;-)

anayway. "Corn" is the English for Mais (only), and in in everyday language it differs not between the different kinds, which are wheat, oat, rye, barley, millet, and corn.
But as we have in game weat and barley and corn as extra kinds, it has to be used correctly. Otherwise we don't need such difference. Then it would be enough to have "cereals" only, like we have wildlife only w/o differences.

btw: the European "bison" was the "Wisent". Here its the same: if I differentiate, I have to differentiate complete.

and if I refer to horses: the ancient horses never had used for riding, but for food only. Riding, and in the game the horses do teach that, was new for the ppl with the Europeans, and first they believed it would be great dogs.
Besocuase that: Ad in game horses <-> riding is a fix relationship, the ancient horses are like wild, for hunters only. Otherwise the nativ americans can learn riding before they have contact to Europeans.
 
one thing that me disturbed always is the randon (?) or arbitrary set resources w/o any geografical or historical relation
i.e.:
- corn (Mais) in "old world". Corn is an american only resource.
- horses on american continent. Horses come to america with the European ships.
- Bison in "old world". Those also are american only
There are lot of such, and for me this makes the map necessary to edit and correct minimum the brutal failures (i.e. horses)
(don't know how it is with cattle and mule, if I remember right, these also had not been in america but come with the European conquerors/settlers, like Lamas never had been outside South America.

Also the locations of the geological resources are not right. (i.e. copper missing on England)

Then another thing, not caused by the map but by the game research string:
In early game I can see domestic pigs but not cattles. This is not logic. Both should be have same requirements. While wild pigs have to be subject of a hunter, means build a hunter's camp.

This map/scenario is gamerplay modified and balanced, as i told you... so all civs have the same chance and gameplay is better. Some resources still rare in some parts, but its hard to simulate corn from south america to hit europe or other countrys later, this map works for all timelines... so if someone or i create a modern scenario then this map works also. So its gameplay modified, thats why the scenario works good. IT dont needs to be accurate 100% in any way, better gameplay is the main priority. Otherwise you need to simulate the continental drift from one land mass to the world now when you start in stone age... that will not work. ;)

Also this scenario was tested with all map full of citys and it still worked.

ALSO any word on this?:

I got 8% inflation after prehistoric era, any otions in this early game phase to lower the inflation?
 
Also this scenario was tested with all map full of citys and it still worked.
I do not say that it does not work, but it does not work optimal.

Btw: another issue: in world builder the diplomatic screen is not able to reduce and by that not to use, as the top and buttom border go over the screen size and the option "reduce" does not work as it needs to have the mounse pointe on an edge, but that is not able to reach.
 
I do not say that it does not work, but it does not work optimal.

Btw: another issue: in world builder the diplomatic screen is not able to reduce and by that not to use, as the top and buttom border go over the screen size and the option "reduce" does not work as it needs to have the mounse pointe on an edge, but that is not able to reach.

WB was not designed to handle so many civs...
 
T<snip>

ALSO any word on this?:

I got 8% inflation after prehistoric era, any options in this early game phase to lower the inflation?

You already had one and now it's over. From game start till this 8% shows up you have had No inflation. Now you have to deal with it.

Also 8% is the lowest inflation for any GS. Eternity has the longest "free" period for any GS.

JosEPh
 
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