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

I updated to SVN 9406 that is the current version of V37 or more downloads needed?
You need no other downloads. I think that's even a little past v37, which is good because there was a major fix needed right away.
 
C2C - Ultimate Earth Map V3.2 released

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.

Have fun.
 
Last edited:
Map have ivory bonus, but doesn't have elephants, Ivory is derived bonus from elephant related buildings.
 
Hmm crap where are the elephants gone? Must be lost after last map fix by Toffer? They changed the bouns? I will fix that... thanx for the report Talin.
 
Last edited:
C2C - Ultimate Earth Map V3.3 released

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.

Have fun.
 
Last edited:
You welcome. Another report - i have noticed common clay as land bonus - again, this is derived from buildings bonus
 
You welcome. Another report - i have noticed common clay as land bonus - again, this is derived from buildings bonus
true Fine Clay is land resource

JosEPh
 
I cant place building/production resources on the map so i am pretty sure there is no none map resource on the map.
 
Startet a new game now, if you kill the savegames again i kill you. ;) Ok heres a display or calculation bug, as soon as my education fell so this -bonus comes up then it takes me -3 research points away not -1 as displayed in hover over as you see in screenshot, i had +13 research now i have +10 research = -3 not -1 research ... -5% from 13 should be = -0,65 rounded up -1 so why i loos 3 research points not oonly one? Bug...

Screenshot 2 = After change i had in main display on map screen +10 research screenshot 3 = Before change i had +13 research in main map screen, something wrong calculated there... also it shows on main map +13 or after +10 and in cityscreen +12 and after +9,50 the problem is -3 research where it schould take only -0.50 (10 - 5% = 9.50) and + -1from education malus = -1,50 research not -3 research...

Something totaly wrong calculated there... screenshot 4 and 5... screenshot 4 main map +13 research, screenshot 5 city screen +11 research.

Correctly it should be +13 research -1 research by education malus -5% by education malus -0,50 research = +13 research -1,50 research = +11,50 research not +10 research.

Download my scenario and play some turns on deity and eternity until the research drops from +13 to +10, then you can see it. Happens as soon as education unaware comes up... steals -1.50 research points to mutch from the gamer. Maybe "Deity" level display bug?
 

Attachments

  • Civ4ScreenShot0034.JPG
    Civ4ScreenShot0034.JPG
    342.6 KB · Views: 83
  • Civ4ScreenShot0035.JPG
    Civ4ScreenShot0035.JPG
    324.8 KB · Views: 75
  • Civ4ScreenShot0036.JPG
    Civ4ScreenShot0036.JPG
    231.5 KB · Views: 76
  • Civ4ScreenShot0037.JPG
    Civ4ScreenShot0037.JPG
    526.5 KB · Views: 100
  • Civ4ScreenShot0038.JPG
    Civ4ScreenShot0038.JPG
    232.3 KB · Views: 81
Last edited:
You are reading into this wrong. The second screenshot shows the full details and it appears completely accurate. Your base commerce income is 12.

You are then getting -5% from buildings (should be due to the poor education). So that, due to rounding the end total down, ends you up with 11 base commerce.

100% of that base commerce is going into research so you get 11 base research.

This is then subtracted by 1 because of your low education building giving a direct base research hit of -1 research. You're now at 10 research.

Then you get -5% research. This is more granular and does not round out, locally at least. Thus -.5 (5% of 10 is .5) research is applied to the final 10 research base, leaving you with a total of 9.5.

However, then on a national level, the end total after each city contributes to the national pool rounds down any decimals. So... since you only have one city 9.5 becomes just 9.

You are getting hit on 3 levels with that education auto-building, -5% Commerce Yield, -1 Research Base AND -5% Research commerce at the end total. Each one of these steps, due to rounding rules, has, in this case, led to a full loss of 1 each to the end total research amount (-3).

The game math is correct and working exactly as intended. It smooths out a bit as you get a larger economy and % factors don't dig so deep by means of rounding alone. Your mathematics formula is not taking into account all the platform formulas upon which the final amount rests. It is technically more accurate, but it is not the way the game compiles, nor do I wish to change it for doing so would give us even more issues with data overflows in the late game than we already have.
 
Last edited:
Pit you can not do a simple math on any of the property systems. So you can not say this + and that - should = x. There are % modifiers at play in the back ground. And regular and NM Deity is now harder than before v37 was released. Education is a Property system and is loaded with % modifiers. And one last thing CiV IV BtS Rounds Down on all calculations! Not up. So your -.5 is a -1, your math is Off because you rounded up all thru your equation. Every number that is not a whole integer is again rounded down thru all stages of the calculations.

EDIT: T-brd Ninja'd me! :p

JosEPh
 
Hi,

I am currently playing your world map and have some issues with AI progression. Revolutions is activated and almost all AI Civs are in constant chaos due to outrageous crime rates and the vast amount of Barbarian Rogues/Thiefs in all cities. Is there anything I can do in C2C setting or world builder to compensate that problem? Else, the game will become rather dull due to constant revolutions.

Secondly, I noticed that Barbarian units spawned on the map are determined by current year... which is a problem as I am hardly in Classical Age at 1200 AD. Hence, Barbarians get advanced units nobody else has. Most AI-run Civs are lacking even further behind which makes it easy for Barbarian units to conquer AI's cities.

Thanks!
 
Hi,

I am currently playing your world map and have some issues with AI progression. Revolutions is activated and almost all AI Civs are in constant chaos due to outrageous crime rates and the vast amount of Barbarian Rogues/Thiefs in all cities. Is there anything I can do in C2C setting or world builder to compensate that problem? Else, the game will become rather dull due to constant revolutions.

Secondly, I noticed that Barbarian units spawned on the map are determined by current year... which is a problem as I am hardly in Classical Age at 1200 AD. Hence, Barbarians get advanced units nobody else has. Most AI-run Civs are lacking even further behind which makes it easy for Barbarian units to conquer AI's cities.

Thanks!
Both are issues with the main mod.

The barb factor I was hoping wouldn't be so obvious but it does have that potential weakness if the players in the game aren't keeping up with the time curve. Adjustments to the time curve and large scale factors that achieve that are in Joe's domain. However, I know that I need to program additional tags into spawns so that barb spawns are going off of current 'best tech progress' in the game rather than dating at all.

As for the first, it sounds like you're working on stock v37. A lot has been done on the SVN to help balance that system and I'm sure if you were to get the SVN version it wouldn't be so bad.

I'm trying to build up to a v37.5 release here that addresses the primary imbalances and bugs in the v37 release but doesn't change or introduce new systems yet. I suppose I should add the barb spawn matter to the fix list for that.
 
The whole concept of crime doesn't work in the current version of C2C, I am afraid. Once there is a tendency towards more crime, it becomes an avalanche which the Ai can't handle. More crime spawns more Thiefs and Rogues and gives significant penalties referring revolutions. In my current game, 30-35 civs are in constant revolutions due to crime and there is no way to stop it. When I got a similiar problem in one of my cities, I needed 20+ Enforcer units to solve the issue and the AI doesn't behave like that. I even tried to delete all Barbarians to help the AI by killing all Thiefs/Rogues but they will return soon and crime rates way beyond 500 can't be handled by the AI. I found no way to solve this problem in world builder and get about 20 new civil war messages from AI civs each turn.
 
The whole concept of crime doesn't work in the current version of C2C, I am afraid. Once there is a tendency towards more crime, it becomes an avalanche which the Ai can't handle. More crime spawns more Thiefs and Rogues and gives significant penalties referring revolutions. In my current game, 30-35 civs are in constant revolutions due to crime and there is no way to stop it. When I got a similiar problem in one of my cities, I needed 20+ Enforcer units to solve the issue and the AI doesn't behave like that. I even tried to delete all Barbarians to help the AI by killing all Thiefs/Rogues but they will return soon and crime rates way beyond 500 can't be handled by the AI. I found no way to solve this problem in world builder and get about 20 new civil war messages from AI civs each turn.

Actually it does for the Main mod. Plenty of counter measures for Crime are available and the AI does fairly well with them. But to say crime is "broken" by using this Scenario is a false read.

Crime system works But not as well on this Scenario, with it's Extreme Map, extreme Game Speed, and it's set up. This scenario pushed everything to it's limits. Plus you are using a version of Revolutions which is Not the same as the Latest/Last Mod versions for Revolutions or LOR stand alone Mods. Revolutions is not really recommended for C2C anymore.

Finally this scenario has not been updated to latest SVN Caveman2Cosmos version. And That is it's biggest problem. That is also up to the Scenario Author Pit2015 to fix.

JosEPh
 
Last edited:
Sounds like there is no quick way to fix this problem. I have been playing a game for a couple of weeks now and I struggled with several problems reaching a point where it doesn't make much sense to continue. The idea of a large world map is always popular but I simply found that too many things are not properly working on this map.

Maybe it's better to return to smaller maps and abandon eternity/snail speed. It takes too much time to figure out if a game evolves in a meaningful way and I am somewhat tired of starting all over again and again. Hence the reason I tried to fix my ongoing issues with this map through world builder.
 
Finally this scenario has not been updated to latest SVN Caveman2Cosmos version. And That is it's biggest problem. That is also up to the Scenario Auther Pit2015 to fix.
The scenario itself would probably work just fine as long as the person playing it is running the latest SVN.

We've adjusted a lot of the crime factors since v37's initial release and the rebalancing has made crime much more manageable while maintaining the concepts that were introduced themselves. Make sure to read up on the v37 user's guide on how to manage criminals in your cities and such but it should be a lot smoother and less jarring with the latest SVN version rather than the v37 stock release.

I'm thinking we should be within a few weeks of being able to release a v37.5 version that includes bugfixes and improved balance but no real new content over 37.
 
What? "Finally this scenario has not been updated to latest SVN Caveman2Cosmos version. And That is it's biggest problem. That is also up to the Scenario Auther Pit2015 to fix." What should be updated? I just created a map with starting locations and some options, i cant change mod stuff. ;)

Scenario starts fine in latest SVN, rest is MOD problem... if there is anything thats needs a update let me know.
 
Last edited:
Back
Top Bottom