Carter's Gigantic Earth: Realistic resources

Teemu Ruskeepää

Chieftain
Joined
Mar 20, 2008
Messages
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I have a new PC with NVIDIA GTX 580, Intel E6700 and Corsair Dominator (CMT12GX3M3A2000C9).

So I edited Carter's gigantic map on Civ4's Rise of Mankind mod to perfection. Here is the download link: http://www.2shared.com/file/w3kzOB-5/Gigantic_Carter_Earth_14_civs_.html

-Apples from Europe
-Pigs from Europe
-Rice from East Asia
-Spices from India and China
-Silk from China
-Sugar from Brazil
-Banana only from Africa
-Oil only from the places that are general knowledge, like Venezuela, the Arctic, Norwegian coast, Texas and bay of Mexico, Ocho in Russia, Baku in Russia, Arabian Peninsula
-Citron from South-America
-Coffee from South-America
-Potatoes only from Inca territory
-Uranium not on flat land but hills, and mostly in the Arctic for challenge.
-Ancient relics only on the starting spots of the Civilizations that I left out, or villages, and a surprise in the Antarctica.
-Choose from 14 Civs only. No ridiculous nations states as original tribes: Spain (exception), Celts (Ireland), Greece, China, Japan, India, Arabs, Ethiopia, Mali, Zulu, Inca, Maya, Aztek, Native America. I would have chosen better looking characters, but this came as set by Carter.
-Warm water sea life and land creatures according to the climate
-Edited some portions of map, like Norwegian fjords, passage to Alps, removed snow from warm climate mountains, added resources and better terrain to Japan, Celts, Greeks and removed some from India to balance the game. I tried it myself to see how it works. Added sweet spots such as California, the land of the three rivers (Mesopotamia) and the lush Galapagos Islands, expanded mainland Japan and added routes to the small Ice area in Antarctica and tried to improve the starting spot, of the Arabs and added silver to the Inca territory.
-I had to run the game until 5600BC as to stop the other civs from spawning, and had to remove most of the barbarian cities, created by the Barbarian world, and they now have useless settlers. Some resources are visible from the beginning, despite your techs, and you will have a little terrain explored around your starting spot. The Spanish trade routes won't work to the Chinese, because the game treats the Civs as the player's own, but otherwise the AI does work. I scanned the world builder map many times and found more and more resources in the wrong places etc. I hope you won't find any more such stupid surprises now. I had to remove the founded Civ cities and create new settler and warrior for them every time.

I wanted to create the best possible Civilization1 experience by using Civ4's technology and the best Earth map. Copy this file into the c:\users\yourname\documents\my games\bts\saves\worldbuilder and Start a new Scenario. Remember only to choose from the 14 civs I mentioned, or the game stops working. Enjoy!
http://www.corsair.com/memory-by-product-family/dominator/cmt12gx3m3a2000c9.html
 
Can you please check out this map? I started a new game yesterday as Pacal. The division of resources according to geography and character works pretty well. I can buy deer, cotton and furs from Sitting Bull and potatoes from Huana Capac. With my new PC, the turn takes 45 seconds later in the game. I wonder if the Maximus 4 motherboard with an overclocked LGA2011 processor could do any better? The map is truly gigantic, as my territory around the Caribbean sea seems just a small spot on the world map. AI can't expand too much now, because of the Zappara's Rise of Mankind and the Revolutions mod, unless they trade new happy resources from other characters. It is far more balanced, tactical and deep, and just the best Civ I've ever played. It is the original Earth map from 1991 with modern technology. So is good :) There are still barbarian warlords and ships for diversity even though I opted them out in the main menu ;)

Remember to choose from these characters. The other civs have been deleted in the world builder:
1. Spain (exception)
2. Celts (Ireland)
3. Greece
4. China
5. Japan
6. India
7. Arabs
8. Ethiopia.
9. Mali
10. Zulu
11. Inca
12. Maya
13. Aztek
14. Native America
 
Hm, I don't have Rise mod, so I couldn't play it in game. I used Map View to see it though. I see some resources changes.

I happen to use this same map (original version) to make a scenario. Currently I have 50 civs, ~270 cities and over 1000 units in modern setting, and it's taking about 3 mins of computing time per turn.

I don't think the number of civs matter as much as the map size (hence the amount of units).

Though I'm ok with this because I only plan to play this scenario 4-5 turns a day. (I'm controlling 20 out of those 50 civs:) )

Some thought on the map: I ended up having to give modern ships +30 movement points to reflect realism. I play on a Week-Calendar, so a cargo ship takes about 11 days from China to the US (about 40 ocean tiles) which is about 1 week and a half. Normally a battleship only has 6 movement points. So in this map I have it move... 36 tiles per turn. - I still need to balance that....
At the same time I left ground units the same since road reduce moment cost by 2/3??
 
I started a new game and thought of a sticky problem with Civ 4. You can't have both "one city challenge" and "no razing of cities". That combination would allow a new game mode: capture cities to expand. Now the cities are just destroyed by rule, and then there is the only option of allowing 100+ cities on a gigantic map.

This map edit of Carter's Gigantic Earth has another issue too: The box "barbarian world" and the related "no barbarian civs" don't work, because I edited the map. The barbarians should have 14 cities according to the setting.

Don't even think about telling me to buy Civ 5.
 
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