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

Well, it took me some time to understand how Git compiling works (and I still don't, just learned what to click, lol).

And as of "memory overcrowding", I see an easy (but not too "everyone-friendly") solution:
Just do to Civs what you do to Wonders - as in, erase the dead ones entirely.
Sure, it will ruin the "aftermath report" - but who's looking at THOSE in the first place in C2C?
Like, the chance of someone playing for so long that their game respawns "hundreds" of Civs - is pretty much NIL.
As is the chance of actually FINISHING any game in C2C in the first place, lol.
Unless you go full conquest (in any sense of it) - and THEN you wouldn't be expected to RESPAWN too many Civs anyways.
It's basically that there are several INCOMPATIBLE outcomes of a C2C game:
1. Quick victory - no problem of "excessive Civ spawning", since you win so quickly that it doesn't get the chance to respawn too many "copy Civs".
2. Endless game - no problem of "endgame report", since there is no endgame in the first place, lol.
3. Drawn-out victory - the problematic one, but this would much more expectedly lead to MAFs due to the existing units and cities, regardless of the Civ number.
So that issue either doesn't apply, or would be overrun by a much quicker (and worse) issue way before it could become an issue itself.
Something like that, I'd say.
 
The difference being???
Final Release is fastest, as its compilation is set to maximum optimization.
If you want to make this one doubleclick finalrelease.bat file in Tools folder

Then this one will be automatically done once things in sourcefiles change.
 
Final Release is fastest, as its compilation is set to maximum optimization.
If you want to make this one doubleclick finalrelease.bat file in Tools folder

Then this one will be automatically done once things in sourcefiles change.
I meant why it is LONGER?
But thanks, I haven't looked in that folder before, I guess.
Anyways, my current goal (for not-so-near future) is to actually edit the map for 200 civs and also recompile it to make that playable.
And THEN playtest it for trouble, lol.
Again, it's for not-so-near future, sadly for my own wishes.
I'm just TOO LAZY, lol.
 
Maybe something can be done that the engine only use the civs that are added on a map, so like only reserve memory for civ slots that are used.
That's an EXE core design problem we can't touch.
But dont load units into RAM that are not displayed in viewport may work.
That's what the graphics paging that causes a slight stutter on panning around does.
Just do to Civs what you do to Wonders - as in, erase the dead ones entirely.
Again, EXE expectation that is unchangeable.

We can change some things at mod load and some things at game load and some things at the dll compile, but we cannot change when most of those things must be defined thanks to how the EXE expectations operate.

Change "int" variables to "long" variables if i remember correctly from my coding days to close memory leaks and prevent MAFs or overflowing of variables.
MAFs are more likely when longs are employed because long variables allocate more memory to those variables. MAFs are overall memory ran out issues where overflows are a matter of not having spent enough of that memory on a particular location.
 
That's an EXE core design problem we can't touch.

That's what the graphics paging that causes a slight stutter on panning around does.

Again, EXE expectation that is unchangeable.

We can change some things at mod load and some things at game load and some things at the dll compile, but we cannot change when most of those things must be defined thanks to how the EXE expectations operate.


MAFs are more likely when longs are employed because long variables allocate more memory to those variables. MAFs are overall memory ran out issues where overflows are a matter of not having spent enough of that memory on a particular location.

MAF's will come up sometimes without reaching the memory limit, so may be more a overflowing problem displayed wrong as MAF maybe.

"That's what the graphics paging that causes a slight stutter on panning around does." But the memory usage still unchanged if you move the viewport, meens maybe the stuff in RAM is not correctly unloaded again, maybe there is a memory problem/bug.
 
MAF's will come up sometimes without reaching the memory limit, so may be more a overflowing problem displayed wrong as MAF maybe.
No... those ARE MAFs due to memory leaks that take place in the EXE coding that drain during play a little here and there, particularly with flipping through cities and panning about the map too much.

"That's what the graphics paging that causes a slight stutter on panning around does." But the memory usage still unchanged if you move the viewport, meens maybe the stuff in RAM is not correctly unloaded again, maybe there is a memory problem/bug.
Yes we are aware of the one we can't get at and those with better knowledge than I by miles have looked for any others and haven't found more we can do anything about BUT BillW did find some cause of graphic memory waste to resolve that was in how the unit and other graphics were made with a large common error. Helped, a lot, but it is obviously not everything.
 
The things that never get talked about when this idea is discussed, just a handful:

- who's going to design another 50 or 150 leaders, at the least, and 150 to 600 national units, to make these new civs up to standard with C2C minimums?
- how's the game going to be consistent with having major "cultural" civilizations in the game, like the more generic "Native Americans", side by side with specific political entities like the "Iroquois" tribe? Same goes for having Arabia and Babylon at the same time, however this being an historical inconsistency. This is already bad enough as it is, with more civs it's going to get worse.
- what's the turn time going to be? What's the level of diplomatic micromanagement going to be? (Who on earth is going to enjoy micromanaging a hundred or two hundred relationships with all their ramifications?)
- what are C2C specific things like hidden nationality units going to play like with so many civs?
- is the AI going to have the least idea about expanding and warfare with so many opponents? At all?
- how is resource distribution going to ever work? Would have to turn ALL natural resources into a raw variant that can be refined ad infinitum to allow a simulation of actual global trade, since you can't trade "half a copper" to two civs. A lot of work is already done but not all of it here.

In other words, the good old "you asked so long if you could do it, that no one stopped wondering if it was a good idea".

I for one would much rather see some more effort on graphical polishing of units and cultural styles for existing civs, giving a much more consistent look to units sets across cultural groups that is. I hate having samurai swordsmen and archers alongside barbarian looking axemen, for instance.

I also suspect that the technical side of things is being used as a shield to not even address any of these implications :P
 
The things that never get talked about when this idea is discussed, just a handful:

- who's going to design another 50 or 150 leaders, at the least, and 150 to 600 national units, to make these new civs up to standard with C2C minimums?
- how's the game going to be consistent with having major "cultural" civilizations in the game, like the more generic "Native Americans", side by side with specific political entities like the "Iroquois" tribe? Same goes for having Arabia and Babylon at the same time, however this being an historical inconsistency. This is already bad enough as it is, with more civs it's going to get worse.
- what's the turn time going to be? What's the level of diplomatic micromanagement going to be? (Who on earth is going to enjoy micromanaging a hundred or two hundred relationships with all their ramifications?)
- what are C2C specific things like hidden nationality units going to play like with so many civs?
- is the AI going to have the least idea about expanding and warfare with so many opponents? At all?
- how is resource distribution going to ever work? Would have to turn ALL natural resources into a raw variant that can be refined ad infinitum to allow a simulation of actual global trade, since you can't trade "half a copper" to two civs. A lot of work is already done but not all of it here.

In other words, the good old "you asked so long if you could do it, that no one stopped wondering if it was a good idea".

I for one would much rather see some more effort on graphical polishing of units and cultural styles for existing civs, giving a much more consistent look to units sets across cultural groups that is. I hate having samurai swordsmen and archers alongside barbarian looking axemen, for instance.

I also suspect that the technical side of things is being used as a shield to not even address any of these implications :p
My entire idea was BORN because of the MEGA PACK OF CIVS that is currently SVN-compliant as well.
And C2C stopped having "national units" eons ago, lol.

That question applies to the 40-civs map as well, exactly in that form: it has Native Americans and other Native Indians ALREADY.
Whereas the MEGA PACK doesn't have any "generic" civs to begin with (or I don't recall any).
So your question is rather backwards.
And with so many civs, we could eliminate ONE (or maybe TWO, somewhere), if it gets us FIFTY instead.

Arabia isn't a counter to Babylon, and I HAD tried to suggest going for RFC-style "historical sub-maps" to counter precisely that problem.
Heck, AGAIN, the 40-civs map has USA alongside Native Indians - which is a much worse "inconsistency".

Micromanaging was HELL in C2C ever since, it makes very little difference between 40 and 200 civs in that regard.
And turn time has very little to do with the number of civs on-map, even politically.
After all, if you have all of them still on the map - you are playing a stupidly SLOW game yourself, lol.
Or you shouldn't care much about micromanaging in the first place, if it's like still Prehistory, ya know.

Hidden nationality works the same no matter how many civs have it.
In fact, it simply makes the unit a technical Barbarian to begin with, so that wouldn't even change much.

Does it now?
I see AI struggling with being competent even as it is now - so that is a problem once again unrelated to the number of politics it has to deal with.

Limiting resources is a fun feature in the first place.
Not entirely fair, but this was never fair to begin with, lol.
And it's beyond simple to make it that each city (that is, each "factory-type building" built somewhere) has a "manufactured resource" of its own, thus making it actually MORE realistic all along.
Oh, and that's how it already works on some resources anyways, so this is really rather minor.

I still don't see how any of this is a "bad idea", besides memory problems that might even not BE there, or be different from what we all are afraid of.

And now I'm the one telling you that C2C is built on the exactly opposite idea to "cultural diversity based on civs".
If anything, I'm hoping for it to go even deeper into "cultural diversity based on in-game cultures", thus eliminating much of "cultural diversity of civs" to begin with.
After all, C2C is very much built around in-game cultures now - and I find to be a very FASCINATING change from the way Civ4 works everywhere else.
 
Yeah, these are all fair points, in theory. Putting them into practice, I fear, is not going to be very straightforward.
It would be cool to have a revamp of the revolutions modcomponent to make something in between Rhye's historical evolution of Civs and cultural subgroups dividing into more coherent national entities at this point But it starts to sound like a whole new Mod.
 
Yeah, these are all fair points, in theory. Putting them into practice, I fear, is not going to be very straightforward.
It would be cool to have a revamp of the revolutions modcomponent to make something in between Rhye's historical evolution of Civs and cultural subgroups dividing into more coherent national entities at this point But it starts to sound like a whole new Mod.
Well, my "project minimum" for this map is simply adding more civs, especially since we already have them (which means that we don't need to make more civs, merely to put them onto the map).
C2C-RFC is a totally separate dream, by the way.
 
what are some recommended starting civs for this, since im guessing my polynesia campaign isnt going anywhere anytime fast
 
what are some recommended starting civs for this, since im guessing my polynesia campaign isnt going anywhere anytime fast
Well, I edited the map to replace Egypt with Israel by placing Jerusalem in such a "cheating" way that it gets TWO Natural Wonders at once (must be in the 2-plot radius to be able to build it).
Though I haven't checked it thoroughly, this is probably THE "city placement cheat" for this map in the early game context (it gets way much less relevant after an Era or two, obviously).
For the unedited map it means playing Egypt/Arabia/Ottomans/Babylon/Persia - and beelining to getting a Tribe and settling your own Jerusalem (and making it your new capital).
At least that's what I'd do, lol.
There might be other "city placement cheats", though - I simply never checked for any, lol.
(There's one thing I'm not 100% sure, though - whether I didn't MOVE one of those Natural Wonders to accomplish this. Most probably NOT, buuut... That's a question directly for @Pit2015, lol.)
 
what are some recommended starting civs for this, since im guessing my polynesia campaign isnt going anywhere anytime fast

Use the scenario and civs and options as it is set and read the first posting on first page how to start and set up correctly for a working long game. (Less memory leaks and bugs) Start UEM as scenario.
 
Use the scenario and civs and options as it is set and read the first posting on first page how to start and set up correctly for a working long game. (Less memory leaks and bugs) Start UEM as scenario.
Dude, you clearly have reading problems, SORRY.
He clearly asked "what civs are suggested to be played as on this map", NOT about how to play it in general.
 
Dude, you clearly have reading problems, SORRY.
He clearly asked "what civs are suggested to be played as on this map", NOT about how to play it in general.
He's German, so English isn't his native language ;)
 
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