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

Hello!

I'm trying to create a "blank" version of this, however, it keeps crashing during the loading process.

Could someone please take a gander at it, and see if I missed anything?

Thanks!

Best go into WB and delete civs you dont want, then save the worldbuilder file.
 
RELEASED: C2C - Ultimate Earth Map V5.3 100% MOD and SVN update compatible.

Changes in C2C - Ultimate Earth Map V5.3 100% MOD and SVN update compatible:

Redone Japan to look better.
Increased the size of Taiwan.
Changed Hainan island a bit.
Changed New Zealand to look better.
Fixed some rivers.
Removed to much oasis.
Fixed some resources.

Download at first posting here:

https://forums.civfanatics.com/thre...-and-svn-update-compatible-by-pit2015.552901/

Have fun - Pit
 
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Hello,

I deleted all traces of them in WB and in the file by editing the text.

When you do a error in the textfile it may fail, so best remove civs in WorldBuilder then save in Worldbuilder so no error in your text then.

Btw what do you want with a empty map? You can select "Custom Game" in main menu then dont add civs.
 
Fully revealed UEM 5.3 map on latest SVN takes about 1400 - 1700 MB RAM now! (Without memsaver)

Outstanding work on saving more memory, keep it up and keep it improving! Really good work guys.

No MAF's on normal mouse scrolling anymore on RTX 3090 Ti 24GB RAM.
 
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I solved the problem, there was something that I neglected to delete.

I just like adding different civs, mainly from the Extra Civs pack.


When you do a error in the textfile it may fail, so best remove civs in WorldBuilder then save in Worldbuilder so no error in your text then.

Btw what do you want with a empty map? You can select "Custom Game" in main menu then dont add civs.
 
I solved the problem, there was something that I neglected to delete.

I just like adding different civs, mainly from the Extra Civs pack.

Ok. Do all these civ packs civs contain the culture stuff and units?
 
@Toffer90 I have a idea for a even better option, can you do it?

Option "Hard conquest"

So if a city is captured and not razed it should be reduced to pop 3 if it is over pop 3 (A lot of citizens fled after conquest of the city), and it should lose 50% of the buildings build in the city. (50% of the buildings in the city where destroyed as it was conquered.)

Wonders will stay in the city.

Both options "Always raze citys" and "Hard conquest" can stay into the mod for different options.
 
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Ok. Do all these civ packs civs contain the culture stuff and units?
Civs stopped having Unique Units long ago.
And they are all now grouped into Regional Meta Cultures (like African or South American) as well.
Technically, you are basically getting a Leader, a Civ Moniker, and a Regional Meta Culture (and some AI preferences for Civics and Religion), and the rest is up to YOU in-game-play.
You can easily start as an Asian (say, Japanese), then build Ellis Island to get the European Regional Meta Culture, and then build yourself a France Culture resource, lol.
Making you a Japanese-French, so to speak, loool.
It's all in-game-based for quite a while now.
 
Bzzzbzzzbbbbzzzz bbbzzzzz Earth to @Toffer90 report in, can you do the option "Hard conquest" any soon? Waiting for "Hard conquest" to start a new long game, otherwise i will start a long game with "Always raze citys". :):crazyeye::)


Civs stopped having Unique Units long ago.
And they are all now grouped into Regional Meta Cultures (like African or South American) as well.
Technically, you are basically getting a Leader, a Civ Moniker, and a Regional Meta Culture (and some AI preferences for Civics and Religion), and the rest is up to YOU in-game-play.
You can easily start as an Asian (say, Japanese), then build Ellis Island to get the European Regional Meta Culture, and then build yourself a France Culture resource, lol.
Making you a Japanese-French, so to speak, loool.
It's all in-game-based for quite a while now.

Later in game, not early.
 
Later in game, not early.
The point is that Civs now are mostly placeholders with nothing but a Regional Culture.
And I think it used to have a generic Culture_Human or something, eliminating ALL Civ diversity altogether (beyond AI behavior choices).
This is very different from what a typical Vanilla player is used to, ya know.
 
Bzzzbzzzbbbbzzzz bbbzzzzz Earth to @Toffer90 report in, can you do the option "Hard conquest" any soon? Waiting for "Hard conquest" to start a new long game, otherwise i will start a long game with "Always raze citys". :):crazyeye::)
Roger that, Earth, I've lost all power to the main thruster engine, so you better go on ahead, system expected to be back online in the near future, can't say for sue exactly when. Over.
 
RELEASED: C2C - Ultimate Earth Map V5.4 100% MOD and SVN update compatible.

Changes in C2C - Ultimate Earth Map V5.4 100% MOD and SVN update compatible:

Removed some islands that dont exist.
Moved island St. Helena to correct position.
Resized island Ascension.
Added the island Trinidade and Martin Vaz. (Brasilian coast)
Added island Fernando de Noronha and Penedos De Sao Pedro.(Brasilian coast)
Redone Cuba to look better and added Trinidad & Tobago island.
Added the Bahamas better.
Caribbean redone a bit.
Added the Maracaibo bay to south america.
Moved the Azores to the correct position and increased the size a bit.
Increased the size of Irland a bit.
Inceased the size of Spain a bit.
Added a bit more grassland in north africa and improved the atlas hills/montains in north africa.
Denmark got one plot more.
Redone Great Britain a bit and moved the Shetland/Orkney island to correct position.
Expanded Irland a bit.
Fixed the US coast a bit Florida also got one plot more.
Redone Newfoundland to look better and get a better size.
Moved Kodiak island to correct position.
Moved Taiwand one plot east into the pacific, so bit more away from china.
Improved the terrain in China and Vietnam.
Expanded Socotra island a bit.
Added Sinai Peninsula a bit to the map.
Redone the islands in gulf of guinea (Afrika).
Redone the Falklands island.
Added South Georgia islands to antartica.
Improved Madagascar.
Added the Seychelles islands.
Added Tromelin island.
Improved Diego Garcia islands.
Added Ashmore and Cartier islands.
Improved Sumatra and Kuala Lumpur.
Added Palau island and improved Northern Mariana islands.
Moved Clipperton island to correct position.
Added Prince Edward islands.
Added Crozet islands.
Moved Kerguelen island to correct position.
Added Heard and McDonald island.
Added Amsterdam island.
Added Saint-Paul island.
Moved Revillagigedo islands to correct position.
Expanded Borneo a bit.
Redone the Clebes to look better.
Redone the Philippines and moved them to correct position, opens up room room to add the Paracel and Spratley islands.
Added the Paracel and Spratley islands.
Added Wake island.
Added Micronesia islands.
Added Marshall islands.
Added Naru island.
Added Tarawa island.
Added the Markus island.
Improved the terrain in and arround persia a bit.
Fixed more rivers and added some rivers.
Reopend a secret coastal way beetween europe and north america again, longer ways to go until seafaring travel.
Reopend secret seafaring ways from galapagos and japan to hawai and other islands worldwide, longer ways to go until ocean travel.
Good now if you know the best sea routes navigators.
Reopend more coastal ways into indonesia.
A lot of Terrain improvements.
And much more, good for a long game now.

Download at first posting here:

https://forums.civfanatics.com/thre...-and-svn-update-compatible-by-pit2015.552901/

Have fun - Pit
 
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Just checked the map.
You kept Sinai and Dead Sea available for a single-city Jerusalem, thanks.
You also moved Alexandria to work as Suez, and it's also possible to have both Egypt and Israel (Jerusalem) side-by-side.
I will probably edit this version now by keeping Egypt and getting rid of some superfluous Natives then, lol.
Maybe you also could do something (if not done yet) about Portugal's placing making no sense?
 
Just checked the map.
You kept Sinai and Dead Sea available for a single-city Jerusalem, thanks.
You also moved Alexandria to work as Suez, and it's also possible to have both Egypt and Israel (Jerusalem) side-by-side.
I will probably edit this version now by keeping Egypt and getting rid of some superfluous Natives then, lol.
Maybe you also could do something (if not done yet) about Portugal's placing making no sense?

Download new now, i found a bug and reuploaded. As said, on first page: "Portugal and some other civilizations shifted and moved out via migration of the peoples a bit, so Portugal was moved to the canarian islands/marokko. (They had these regions historicaly and some other civilizations moved also a bit to prevent overcrowded regions)"

Portugal + spain in iberia is too much and spain will better start there where it is, better for them if they have a costal port from beginning then Madrid. Portugal is close, they will conquer or place a city if room still free.

Egyp still stays there where it ever was, the city is creating the suez canal, terrain changed a bit.
 
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Download new now, i found a bug and reuploaded. As said, on first page: "Portugal and some other civilizations shifted and moved out via migration of the peoples a bit, so Portugal was moved to the canarian islands/marokko. (They had these regions historicaly and some other civilizations moved also a bit to prevent overcrowded regions)"

Portugal + spain in iberia is too much, spain will better stay there where it is, better for them if they have a costal port from beginning then Madrid.

Egyp still stays there where it ever was, the city is creating the suez canal, terrain changed a bit.
I definitely remember that Egypt once used to NOT create the canal, though, but I'm not sure what version that was.
And I'm just saying that it's a question which choice makes more sense - to eliminate Portugal altogether (because it's too crowded in Iberia), or to move it to some questionable location in Africa.
I myself would definitely choose the first one, and for good measure.
It's not like you NEED to keep it, ya know - you have a ton of choices between other civs that you do and don't keep on this map.
 
I definitely remember that Egypt once used to NOT create the canal, though, but I'm not sure what version that was.
And I'm just saying that it's a question which choice makes more sense - to eliminate Portugal altogether (because it's too crowded in Iberia), or to move it to some questionable location in Africa.
I myself would definitely choose the first one, and for good measure.
It's not like you NEED to keep it, ya know - you have a ton of choices between other civs that you do and don't keep on this map.

Portugal had the canaries, the azores and morocco, so they also can go to iberia, just a matter of time if spain or portugal will rule iberia. Portugal as civ also can reach brasil and so on, as seafaring civ good to keep them, as they colonized also africa's west coast and more. They should become a good power. Portugal starts in the canaries now with a connection to get morocco fast. So both seafaring civs, spain and portugal have a chance.

 
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Reuploaded UEM 5.4, download new now:

Fixed some small bugs and problems.

Updated the first page to:

TRY TO SURVIVE ON PLANET EARTH! FOR THE ULTIMATIVE STRATEGY CHALLENGE: RECOMMENDED NIGHTMARE DIFFICULTY + ETERNITY GAME SPEED + ALWAYS RAZE CITYS. (OPTION IS ALREADY ON IN SCENARIO)

Good for a long game now and UEM 5.4 is finished.
 
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Another question, please...does anyone have an issue in which the map plays great...
but every time you try to enter worldbuilder, the game MAFs?

In my game, there's a nation that refuses to sign a cease fire (which has happened before), and I can't get into worldbuilder to force a peace.

Any ideas please?
 
Another question, please...does anyone have an issue in which the map plays great...
but every time you try to enter worldbuilder, the game MAFs?

In my game, there's a nation that refuses to sign a cease fire (which has happened before), and I can't get into worldbuilder to force a peace.

Any ideas please?

Restart the game completely before entering the WB, after loading a game go directly into the WB, WB should work then otherwise try a earlyer save or something wrong on your side.

And make sure to disable viewort in BUG ii options before entering WB.

Also forcing peace in WB is lame cheating. Try to survive as it is. :thumbsup:

If you changed the map/scenario you may have broken it or opend memory leaks by using bugged options, game the scenario as i set it without changing it, then it should work.

Also your non mod civs may cause problems or bugs maybe.
 
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