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

Just found this map and it looks great, however, what is with the RAM usage in later game? For me it looks like it is not playable in late game because breaking the Ram limit of 4GB. I have Win7 with 24GB Ram and 4GB Vram, but it an XP game. ROM_AND2 is close to the 4GB limit with the GEM map in late game already, and here it needs much more, I believe.

Caveman2Cosmos_v37.7z from http://www.moddb.com/mods/caveman2cosmos (probably of 2016-12-23) along with C2C-UEM-ByPit2015-V3.5.7z
(can't use SVN because Firewall)

Thanx, UEM 3.6 is out, if you start a new game use this one, if you want to continue a savegame use UEM 3.5.

I have a 3,50 - 7 core CPU + SSD HDD and running it in nearly 4k with 16GB ram, after 1200 turns the turn time still mostly 20 to 30 seconds with 38 large civs left in game.

Looks like the engine is loading only a part of the game you look currently at into ram, sometimes there are areas of the map that are reloaded when you visit them but you already visited them in current session, so going over 4GB ram limit maybe will not happen or hopfully not and if there is then a need to save more stuff to the HDD to prevent a memory crash.

Thunderbrd, he thinks it may be not playable in lategame because of the 4GB ram limit, he did not have a crash yet and never reached that point yet.

There is also a tool where you can give all CPU cores free for more power, i dont use this yet for C2C+UEM. Called "Unpark-CPU-App".

I did not read this for now, but there may be solutions if there will be a problem in future:
https://wiki.nexusmods.com/index.php/2-4GB_game_memory_limits_and_solutions
 
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Thunderbrd, he thinks it may be not playable in lategame because of the 4GB ram limit, he did not have a crash yet and never reached that point yet.
Ok, then the answer is that it might not be. It depends on how many animals spawn and how many units the AI makes... we don't have a huge amount of recent large map tests to base assumptions on but it's been impressively capable of going a lot farther than ever before of late.
 
I am hunting like hell, there will be not many animals in late game. :crazyeye: 40 civs make alot of wars, many units will be lost. :scan:
 
INFO: Fixed a small bug in UEM 3.6 zip file, discription text showed UEM 3.5, fixed now to 3.6, all games can be continued, reuploaded UEM 3.6 zip file, no new gamestart needed.
 
On two citys i conquered city walls graphics are not displaying, hmm maybe the present foreign culture that they dont have the tech yet, but on other city i conquered with culture brazil the builded walls are displaying on map (Maybe because brazil has masonry), i dont know what cause this but two citys (Chichen Itza and Mayapan) dont showing there builded walls graphic on the map. 2 Screenies...

EDIT: Also "Crafts Hut" shows to give +1 education but if build you dont get it.

Damn is getting hard now to get my nation running and keep it working, fixing problems and wage large wars as my civ grows bigger. :crazyeye::goodjob: On this scale there are long ranges and real big wars, you think twice before starting a war, in later game with thousands of units it will be make you freak out. Our elite forces destroyed now 3 citys of the second largest civ in south america, we are fighted so down that we have to make peace with the funny brazilians. Doh they also have a hero unit, AI is harder now. Ok back to the financial crisis in my civ, we need gold gold. :lol: Thats the way when you build to many citys to fast in this scenario, you begin to realize that every city gets more maintenance to pay by number of citys. And dont forget the two expeditions thats going on and the third one we are starting now, costly stuff. Oh yea our religion needs attention also, we got now two religions, letz see how that works out. Ah the portuguese are surprisly attacked by pirates, nice... one of my expeditions is currently close to there. I play this now more and longer than any new game.
:thumbsup: Make good games, not always new games. :thumbsup:


EDIT 2: My Lama Worker cant build a mine in the usable mountain only a stone tool workshop, correct or bug? I cant set a pop to the mountain, i will see in 6 turns if they can work there if the stone tool workshop is ready. Screenie 3

EDIT 3: Yes Lama Worker can only build stone tool work shop in a mountain plot, needs 80 turns to become a mine, so Lama Worker should be fixed to be able to build a mine in a mountain plot. After i builded the stone tool workshop the mountain plot is useable.

EDIT 4: Resource bug, other resource "Tools" that you get from the smith is not displaying but i have it 10 times, so maybe it will not ad up to omega child crew or its only a display bug, its not showing up in main resource screen in city. Screenie 4 and 5...
 

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EDIT: Also "Crafts Hut" shows to give +1 education but if build you dont get it.
It can be a maddening experience trying to follow the manner in which property values process. You've got to trust it's working. It is. Seriously. Always. But it doesn't always SEEM like it because decay and resistance math is all playing huge roles in the final results. Don't ever be shocked if it doesn't do as you expect!

My Lama Worker cant build a mine in the usable mountain only a stone tool workshop, correct or bug? I cant set a pop to the mountain, i will see in 6 turns if they can work there if the stone tool workshop is ready. Screenie 3
There are some noteworthy issues with peaks and improvements to sort out but generally speaking what you encountered is probably not a bug. Only mountain mines are buildable on peaks, not standard mines. If I'm remembering correctly, Mountain Mines don't come into play at the same time as normal mines, leaving mountains only valid for stone tool workshops for a while longer than you might expect.

EDIT 3: Yes Lama Worker can only build stone tool work shop in a mountain plot, needs 80 turns to become a mine, so Lama Worker should be fixed to be able to build a mine in a mountain plot. After i builded the stone tool workshop the mountain plot is useable.
Normal mines are actually invalid on peak plots. The text can still refer to the invalid improvement that is normally an upgrade for that type of improvement as the next possible step. That might be a little perceptible to a player as a bug but it would be too mind warping to try to sort out so that it doesn't display this way... the display code for that stuff is already overwhelmingly confusing.

Resource bug, other resource "Tools" that you get from the smith is not displaying but i have it 10 times, so maybe it will not ad up to omega child crew or its only a display bug, its not showing up in main resource screen in city. Screenie 4 and 5...
@Toffer90 : You've been working with the display coding on this kind of thing... have you seen any reason to think this is more or less than a display bug (on the core mod). If it's just a display bug, I assume you've already fixed it on your end. if it's more than a display bug, I figure you're the one to let me know and then I'll go digging.
 
Bug? Captive civilian cant be used to increase a city population, ok but i can upgrade them into captive immigrant, hmm but still not be able to increase a city population as the discription tells, no button, that sucks. :)Have to reload and play the turn again damnit. :crazyeye: Screenie...
 

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I hovered over a citys with 2 population no button also... have to move into the city and test then, but no preview button. Also when i was in a city with population 2 with the group the civilian captive has no button to join the city. I will test it, but looks not to work.

EDIT: Ok i can confim that it works on smaller citys with captive civilian and with captive immigrant, but there is no difference between captive civilian and captive immigrant? So button to upgrade captive civilian to captive immigrant should be removed or any special on captive immigrant? Also preview like on animals with mouse over city while pathfinding on a city isnt working you have to go there to see the button.
 
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I hovered over a citys with 2 population no button also... have to move into the city and test then, but no preview button. Also when i was in a city with population 2 with the group the civilian captive has no button to join the city. I will test it, but looks not to work.

EDIT: Ok i can confim that it works on smaller citys with captive civilian and with captive immigrant, but there is no difference between captive civilian and captive immigrant? So button to upgrade captive civilian to captive immigrant should be removed or any special on captive immigrant? Also preview like on animals with mouse over city while pathfinding on a city isnt working you have to go there to see the button.
@Dancing Hoskuld will have to comment on those questions.
 
Looks like a bug, traded resources (I am importing salt and wax) salt and wax are not showing up in city ressource screen if imported, salt should give +5% hammers and wax +5% hammers via tannery is not working, may work when you selfproduce it, but should also work when you import the ressource. (I dont researched salt processing and apicultue, but immporting should work) Screenies...
 

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Looks like a bug, traded resources (I am importing salt and wax) salt and wax are not showing up in city ressource screen if imported, salt should give +5% hammers and wax +5% hammers via tannery is not working, may work when you selfproduce it, but should also work when you import the ressource. (I dont researched salt processing and apicultue, but immporting should work) Screenies...
How long have you been trading? Caching can make it take a round for it to show up accurately. If it takes more than a round, I'd bet a save/load or recalc would get it to process correctly. If it takes that much I need to know that too.
 
I am trading salt a long time now, tested wax by waiting one turn... nothing at all. Should come up at least next turn, dont works. Maybe dont works on all the new off map ressources... banana worked, but its a map ressource.
 
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I think you can trade resources (or produce them via wonders) earlier then you'd be able to access them. IIRC the reveal tech on manufactured goods tells you when they start to have an effect on your stuff (and probably also when they pop up in the city screen.)
 
Salt is already revealed on the map. But i dont have the salt processing tech, i will reasearch that next, then salt will work for me because i get it by my own, but trading should work earlyer.
 
I cant build the temple of ki, but i have in that city the temple of an, i meet all requirments, so its missing in discription that you need the state religion enabled or it is bugged. (I dont have mesopotamism as state religion, i have shamanism as state religion) Screenie...
 

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I cant build the temple of ki, but i have in that city the temple of an, i meet all requirments, so its missing in discription that you need the state religion enabled or it is bugged. (I dont have mesopotamism as state religion, i have shamanism as state religion) Screenie...
You need to be on the state religion for all buildings after the Temple of An under Mesopotamianism. It's a known issue to resolve to try to improve the display text, just something that's stupid complicated and not fun to do so it's been held off on for a long time.
 
I think you can trade resources (or produce them via wonders) earlier then you'd be able to access them. IIRC the reveal tech on manufactured goods tells you when they start to have an effect on your stuff (and probably also when they pop up in the city screen.)
This is probably the answer. Able to trade it but not yet fully benefit from it. I thought trading could only happen once you could but things may have changed on that in C2C.
 
This mod with my map is becoming the dream now i had when i played civ as a child. :king::goodjob:

Small bug here, story of the brown bear has the wrong icon. Screenie...
 

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