[Development] Alternative Map during 1.17

As far as the map itself goes, what you can see here is exactly the current state. There's another thread where I posted screenshots of (almost) the entire world linked a few posts back, and that's only slightly out of date by now.

I don't think we will see major changes to the map as is, in fact I am amazed that suggestions are still coming in (but please keep them coming if you have some). The important part here though is that the map itself is only the first step. To make this playable, other underlying "maps" (stability, city names, etc.) also need to be adjusted. That is still a lot of work and has barely started.

Even though both projects are not directly related, inclusion of this map eventually depends on the rewrite project that is documented in another thread. That is mostly because I plan to change how maps and scenarios work, and it doesn't make sense to include a new map before that is complete. Also, many changes from the rewrite are intended to make the transitioning to new stability maps etc. easier here. Lastly, I also want to change how settler/stability/war maps work overall (also to make them easier to manage and be more clear), and it's best before we create all the new stability maps here. I do consider that part of the map project and not the rewrite though.
 
New update: deleted the map branch from the public repo until further notice. I hope this will be temporary.
 
I’m going to push back against the addition of saltpetre.
From the nitrary Wikipedia article,

“In fact in 1561, Elizabeth I of England at war with Philip II of Spain, became unable to import the saltpetre (of which the Kingdom of England had no home production), and had to pay "300 pounds gold" to the German captain Gerrard Honrik for the manual "Instructions for making salpetre to growe" (the secret of the "Feuerwerkbuch" -the nitraries-).[

In civ terms, this is much more similar to a technology than a resource. The map is fairly crowded as it is, any tile where saltpetre could feasibly be added is almost certainly better as a vanilla improvement. The islands on the map are made to represent significant and plentiful island clusters that inhabit people. Guano islands are a fraction of their size. It makes more sense to just derive a commerce/production bonus on island features with the discovery of gunpowder. Also keeps the map free of bird ****.

As for timber, similar thing... production and commerce bonuses for lumber mills are good enough to represent lumber trade. As a condition for boats, what of Indonesia or Polynesia or other civs without timber sources? If intended only for ocean vessels, I would argue citrus is a better requirement given their ability to prevent scurvy.
 
Also keeps the map free of bird ****.
Honestly I thought that was the best part of the proposal.

As for timber, similar thing... production and commerce bonuses for lumber mills are good enough to represent lumber trade. As a condition for boats, what of Indonesia or Polynesia or other civs without timber sources? If intended only for ocean vessels, I would argue citrus is a better requirement given their ability to prevent scurvy.
Wouldn't citrus exclude non-Mediterranean European civs though? You can still cross the ocean without citrus... it just results in a bit of scurvy. If Timber were a requirement for ocean-going vessels I think maybe it would require an overhaul of how naval units can be acquired. Perhaps they could be bought for civs without domestic Timber sources. Or just make Timber plentiful enough among civs that have that it's accessible through trade for civs that don't.
 
If intended only for ocean vessels, I would argue citrus is a better requirement given their ability to prevent scurvy.
Extra ship movement if you have a citrus resource (maybe some other resources can have this effect too) would be kind of cool actually.
 
a bit unrelated game, but in the rise of nations citrus provides healing for the naval units. it can provide ocean healing in doc too but that would be a harder to handle effect than speed I guess.
just giving a healing promotion might work too.
 
I have uploaded the map branch to a private repositiory again. If anyone wants access, just let me know. A Github account is required.
 
There's a new update, I'm not going to document all changes in detail but give a general overview and highlight the important parts:
- South India: added diamonds, floodplains at the Cauvery delta, swapped Rice, Millet and Cows around
- Ganges: a little less jungle/rainforest and more forests in the delta, moved marsh to the coast, added forests along the entire course
- Punjab: reshaped the course of the rivers and adjusted the resource locations to support its cities
- Mesopotamia: adjusted the Tigris course, moved marble into the mountains, added Lake Urmia
- Brazil: added Stone near Rio de Janeiro
- Venezuela: added Iron
- Iceland: adjusted topography, added ice in the east, changed coast to Arctic Coast
- Australia: made sure Indonesia can reach Kimberley region/Arnhem Land but not the rest of Australia, added Salt at Dampier and Adelaide, added Silver at Mount Isa, added Sapphires at Inverell
- North America: moved iron and coal near New York, added additional iron around the Great Lakes, added iron near Birmingham, added copper in Montana and Utah
- Caribbean: enlarged Hispaniola to five tiles, moved Puerto Rico to align with the new Hispaniola, turned Bahamas / Turks and Caicos into atolls
- West Africa: adjusted courses of the Senegal and Niger, moved marshes to open Niani location, moved gold to more accurate locations and to avoid a three gold location, added the Akan gold field as a fourth source, Dye near Kano
- Sahara: oasis to open Air for settlement, added salt to Air and Tibesti, livestock near Chad
- South Africa: desert extends further south near Cape Town, additional hills in the south
- Mesoamerica: moved rubber to be closer to Veracruz (Olmec homeland), moved cochineal closer to Oaxaca, moved vanilla closer to Veracruz, removed cotton, added silver 1NW of Tenochtitlan, changed cochineal in Yucatan back to indigo dye
- corrected climate representations of one tile islands

Spoiler :

Civ4ScreenShot0215.JPG
Civ4ScreenShot0216.JPG
Civ4ScreenShot0217.JPG
Civ4ScreenShot0218.JPG
Civ4ScreenShot0219.JPG
Civ4ScreenShot0220.JPG
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Additional considered city locations during the Punjab changes:
Spoiler :
Civ4ScreenShot0214.JPG
 
That looks really neat!! What are those palm-like trees in Africa? Are those a new biome (Savannah?) or a different forest graphic in Africa? Any other way it looks nice and fits the African/Caribbean terrain really well
 
Yes, it's the new Savanna feature.
 
Sorry - I've just watched the video! Ignore me!!!!


Apologies if this has been answered already, but is it still possible to build the Panama Canal? I might be missing something, but Central America seems to be two tiles thick in most places and in v1.16 we can't put forts next to cities.

Again, apologies if this has been answered already. Carry on the good work - it looks amazing!

Cheers
 
Small update: adjusted the course of the Senegal a bit.
Spoiler :
Civ4ScreenShot0224.JPG
 
Pushed another update including all the latest suggestions. They were small changes across Africa, mostly affecting Morocco, Chad, and East Africa.
 
Are there relatively up to date images of the map somewhere on the forum I can take a look at? I don't have civ on this computer but I'd like to look.
 
Yes, only small changes have been made since those were uploaded. You can then track changes in the screenshots shared in the last pages of this thread.
 
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