We initially proposed this map for Civ4 BTS RFC based modmods https://forums.civfanatics.com/thre...-equal-area-hobo-dyer-gall-peters-map.691472/ , but then while playing and adjusting the map and initial conditions, we realized that it is already ready to play self-sufficient fully playable historical scenario, very interesting already, comparable to RFC. We decided to call it “Cradles of Civilizations” https://en.wikipedia.org/wiki/Cradle_of_civilization – Cradle of Civilization basically means an original primordial civilization that emerged independently and wasn’t derived from other civilizations, modern science recognizes 6 Cradles of Civilizations – Egypt, Sumer, Harappan in India, Caral–Supe in Andes, Olmecs, Erlitou in China. Notable that Caral–Supe Civilization in South American Andes had cities with complex communal structure around 3500 BC, about 5500 years ago, was couple thousands years older than any civilization in North or Central America, predated Indian and Chinese civilizations.
Mirror to download: https://cloud.mail.ru/public/4nBp/155FhXyZc
Equal-Area map is the only true way to project a sphere on a rectangle. Total surface area determines everything – amount of food produced thus population = military cultural diplomatic any aspect of power, industrial productivity, commerce, natural resources, and everything else, while shapes are distorted a lot anyhow – so forget about shapes they are much wrong in any projection of sphere on rectangle anyhow, total surface area determines everything thus must be represented true proportionally. We know 4 Equal-Area Projections: Gall-Peters, Behrmann, Lambert, Hobo-Dyer. This map is 232x112 Equal-Area Hobo-Dyer Projection. Map width generally should be about x2.2-2.4 times its height to look proportionate on a globe view, as 90 to 75 and -75 to -90 degrees latitudes should go under polar ice caps on globe view, also they are useless because near-pole regions are icy deserts – most fertile productive efficient Equatorial regions must be most detailed.
Major improvements compared to other similar maps most important of which are:
- Dozens of missing islands were added, especially in Equatorial & tropical latitudes. 10 km * 10 km = 100 km2 is more than enough to place a big multi-floor city with many millions population, which can be fed by fishing boats around – so many missing islands deserve to be on an Accurate map, they make the game much more interesting, abundance of uninhabited islands where you can always place something. Resources were added proportionate to island sizes – tiny islands have no resources, while the bigger the islands in reality and/or the more populous – the more seafood they have to represent the more population they can host & grow faster.
- The map was lifted 3 tiles up, which makes it the first map I know with the Equator placed where in really is, exactly in the center, between 55 & 56 lines in 0 – 111 tiles array vertically. Also as polar ice caps add space on globe view, any map should have width more than 2 heights. This added the whole missing 7th continent of Antarctica, making the map even more accurate, & slightly changing all the existing continents shapes. We are mostly interested in Equatorial & tropical latitudes which feed & host wast majority of a planet’s population, icy deserts near poles can feed negligible population numbers very inefficiently & present almost no interest, the closer to Equator the more important land. Also some missing significant rivers were added on several continents.
- The map was made much more habitable especially in Equatorial & tropical latitudes to represent truth about environmental carrying capacity & possible population density by adding more modern resources where they were developed later, and by making hills where they should be instead of small mountains. Mountains are huge areas which are so elevated that humans will have altitude disease suffering from low air pressure thus don’t want to settle there – like Andes, Tibet, Appalachians – but small mountains are hills that can be worked, only mountains higher than 3000 m beyond sea level and taking more than half of a tile area were left as mountains, everything smaller or lower were changed to hills to allow them to be workable & allow to place cities on very edges of continents & islands to make sure NO potentially workable tile was made unworkable just because of incorrect city placement – if a mountain is for example 10% of a tile area it should be modeled as hills not mountains because people can still populate & work most of the tile. Also more lately developed resources were placed in such way than by the time new world Natives settle far enough in the areas to utilize horse resource – old world already has researched Astronomy & sailed ships to bring those modern resources to new continents, so we do NOT need dynamic resources causing so much confusion, we can model all the civs development just by placing modern resources in such way that natives take enough time to acquire them when those resources were historically brought from old world. Also by distributing resources we looked quantitative amounts, how much each country has metal ores, oil, etc., not just location of mines – which made resources distribution more quantitatively proportional to reality.
The minor improvements are:
- Minor civs as barbarians, tribal villages, and animals were added, making the map already a fully playable historical scenario, because in reality humans were almost everywhere in productive climate, and there was almost no productive land empty that you can just settle without conquest.
- Civilizations were selected to most evenly represent the global population: Indonesians were made from Maya as there is Indonesia is very big very fertile & productive are with population almost like entire USA; Natives were remade to represent Polynesians as somebody needs to inhabit so many islands and so interesting to look at development of almost completely marine civilization; Kilwa was made from Ethiopia to populate the whole huge African west coast by Black Africans, while Egypt represents all Nilotic civs (Egypt, Nubia, Ethiopia, etc.); Babylonia was merged with Arabia as Baghdad was the capital of the Caliphate for long time, which allowed to add huge major historical civ of Persia which is much older than Arabia & bigger territory & influenced so many other civs; all western europe civilizations were merged in Roman Empire as they all are its descendants & pretty similar culturally, which allowed to add another major historic civ – USSR which was 1/6 of Earth & had more than half of the world sphere of influence, which in ancient times also represents earlier Slavic & Scythian tribes. Thus, now we have 5 out of 18 civs with capitals below Equator, which makes the more accurate world much more evenly populated then when there were only 2 out of 18, civs are more evenly distributed globally.
- Each civ starting x = … starting y = … were changed in the code accordingly to the updated map, but as the map has 2*2 = 4 times more tiles than biggest standard map – each civ now has 3-4 cities on start, to populate the much bigger world timely. Also, religions are per-distributed, to make historically accurate blocks of allies & opponents, Hinduism represents any paganism, and Taoism represents all Native American religions because they were calendar based & worshiped Sun & planets, Native American believes were most close to Taoism from all the religions included in the game.
- Max Turns = … line in the code was deleted, so now you can use any game speed & game won’t end in 500 turns, max turns auto determined, 750 for Epic, 1500 for Marathon, etc.
We wish to add playable Congo Civ, Gokomere-Zimbabwe-Monomotapa Civ while keeping separate Zulu Civ, Kilwa Swahili Civ while keeping separate Ethiopia, Merina Civ – in Africa; Mapuche Civ, Tupi Civ, Muisca Civ, Guarani Civ – while keeping Tawantinsuyu more powerful than all other South American Civs combined, Majapahit-Indonesia Civ to return Maya Civ, Maori Civ & Fiji Civ & Tuamotu Civ & Hawaiian Civ in Polynesia to return Iroquez Civ, and many more Civs & details – but I am too busy with other much more important works, game development is not that important part of my life, I did best I could do with tools and time I could devote.
Please develop Equal-Area based scenarios & modmods especially RFC based & other historical, including in Civ6, Civ7, and future versions. I don’t care who gets the credit – we just want scientifically true map true size proportions of the world become norm in public perception, and more ture scientific realistic less Euro-centric more Equator-centric perception of history of humankind to develop and propagate in mass consciousness. Please develop this map and idea of Equal-Area projection in Civ4 BTS, Civ6, Civ7, and all future versions of Civilization type and similar games. Thank you.
Mirror to download: https://cloud.mail.ru/public/4nBp/155FhXyZc
Equal-Area map is the only true way to project a sphere on a rectangle. Total surface area determines everything – amount of food produced thus population = military cultural diplomatic any aspect of power, industrial productivity, commerce, natural resources, and everything else, while shapes are distorted a lot anyhow – so forget about shapes they are much wrong in any projection of sphere on rectangle anyhow, total surface area determines everything thus must be represented true proportionally. We know 4 Equal-Area Projections: Gall-Peters, Behrmann, Lambert, Hobo-Dyer. This map is 232x112 Equal-Area Hobo-Dyer Projection. Map width generally should be about x2.2-2.4 times its height to look proportionate on a globe view, as 90 to 75 and -75 to -90 degrees latitudes should go under polar ice caps on globe view, also they are useless because near-pole regions are icy deserts – most fertile productive efficient Equatorial regions must be most detailed.
Major improvements compared to other similar maps most important of which are:
- Dozens of missing islands were added, especially in Equatorial & tropical latitudes. 10 km * 10 km = 100 km2 is more than enough to place a big multi-floor city with many millions population, which can be fed by fishing boats around – so many missing islands deserve to be on an Accurate map, they make the game much more interesting, abundance of uninhabited islands where you can always place something. Resources were added proportionate to island sizes – tiny islands have no resources, while the bigger the islands in reality and/or the more populous – the more seafood they have to represent the more population they can host & grow faster.
- The map was lifted 3 tiles up, which makes it the first map I know with the Equator placed where in really is, exactly in the center, between 55 & 56 lines in 0 – 111 tiles array vertically. Also as polar ice caps add space on globe view, any map should have width more than 2 heights. This added the whole missing 7th continent of Antarctica, making the map even more accurate, & slightly changing all the existing continents shapes. We are mostly interested in Equatorial & tropical latitudes which feed & host wast majority of a planet’s population, icy deserts near poles can feed negligible population numbers very inefficiently & present almost no interest, the closer to Equator the more important land. Also some missing significant rivers were added on several continents.
- The map was made much more habitable especially in Equatorial & tropical latitudes to represent truth about environmental carrying capacity & possible population density by adding more modern resources where they were developed later, and by making hills where they should be instead of small mountains. Mountains are huge areas which are so elevated that humans will have altitude disease suffering from low air pressure thus don’t want to settle there – like Andes, Tibet, Appalachians – but small mountains are hills that can be worked, only mountains higher than 3000 m beyond sea level and taking more than half of a tile area were left as mountains, everything smaller or lower were changed to hills to allow them to be workable & allow to place cities on very edges of continents & islands to make sure NO potentially workable tile was made unworkable just because of incorrect city placement – if a mountain is for example 10% of a tile area it should be modeled as hills not mountains because people can still populate & work most of the tile. Also more lately developed resources were placed in such way than by the time new world Natives settle far enough in the areas to utilize horse resource – old world already has researched Astronomy & sailed ships to bring those modern resources to new continents, so we do NOT need dynamic resources causing so much confusion, we can model all the civs development just by placing modern resources in such way that natives take enough time to acquire them when those resources were historically brought from old world. Also by distributing resources we looked quantitative amounts, how much each country has metal ores, oil, etc., not just location of mines – which made resources distribution more quantitatively proportional to reality.
The minor improvements are:
- Minor civs as barbarians, tribal villages, and animals were added, making the map already a fully playable historical scenario, because in reality humans were almost everywhere in productive climate, and there was almost no productive land empty that you can just settle without conquest.
- Civilizations were selected to most evenly represent the global population: Indonesians were made from Maya as there is Indonesia is very big very fertile & productive are with population almost like entire USA; Natives were remade to represent Polynesians as somebody needs to inhabit so many islands and so interesting to look at development of almost completely marine civilization; Kilwa was made from Ethiopia to populate the whole huge African west coast by Black Africans, while Egypt represents all Nilotic civs (Egypt, Nubia, Ethiopia, etc.); Babylonia was merged with Arabia as Baghdad was the capital of the Caliphate for long time, which allowed to add huge major historical civ of Persia which is much older than Arabia & bigger territory & influenced so many other civs; all western europe civilizations were merged in Roman Empire as they all are its descendants & pretty similar culturally, which allowed to add another major historic civ – USSR which was 1/6 of Earth & had more than half of the world sphere of influence, which in ancient times also represents earlier Slavic & Scythian tribes. Thus, now we have 5 out of 18 civs with capitals below Equator, which makes the more accurate world much more evenly populated then when there were only 2 out of 18, civs are more evenly distributed globally.
- Each civ starting x = … starting y = … were changed in the code accordingly to the updated map, but as the map has 2*2 = 4 times more tiles than biggest standard map – each civ now has 3-4 cities on start, to populate the much bigger world timely. Also, religions are per-distributed, to make historically accurate blocks of allies & opponents, Hinduism represents any paganism, and Taoism represents all Native American religions because they were calendar based & worshiped Sun & planets, Native American believes were most close to Taoism from all the religions included in the game.
- Max Turns = … line in the code was deleted, so now you can use any game speed & game won’t end in 500 turns, max turns auto determined, 750 for Epic, 1500 for Marathon, etc.
We wish to add playable Congo Civ, Gokomere-Zimbabwe-Monomotapa Civ while keeping separate Zulu Civ, Kilwa Swahili Civ while keeping separate Ethiopia, Merina Civ – in Africa; Mapuche Civ, Tupi Civ, Muisca Civ, Guarani Civ – while keeping Tawantinsuyu more powerful than all other South American Civs combined, Majapahit-Indonesia Civ to return Maya Civ, Maori Civ & Fiji Civ & Tuamotu Civ & Hawaiian Civ in Polynesia to return Iroquez Civ, and many more Civs & details – but I am too busy with other much more important works, game development is not that important part of my life, I did best I could do with tools and time I could devote.
Please develop Equal-Area based scenarios & modmods especially RFC based & other historical, including in Civ6, Civ7, and future versions. I don’t care who gets the credit – we just want scientifically true map true size proportions of the world become norm in public perception, and more ture scientific realistic less Euro-centric more Equator-centric perception of history of humankind to develop and propagate in mass consciousness. Please develop this map and idea of Equal-Area projection in Civ4 BTS, Civ6, Civ7, and all future versions of Civilization type and similar games. Thank you.