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Huge Earth TSL Map

I would love to, but I mostly play on the Switch. I have a copy of the base game on the computer, but it struggles so will have to wait until I get one that can actually run the game :lol: When that happens, I'll definitely try them!

Maybe you have already tried this but turning combat and move animations off boosted performance on xbox like ten thousand percent

Like processing turns went from minutes to seconds

My sides
 
I would love to, but I mostly play on the Switch. I have a copy of the base game on the computer, but it struggles so will have to wait until I get one that can actually run the game :lol: When that happens, I'll definitely try them!

Ah, you're in luck. I too am a Switch player! So I made the maps playable cross platform.

Start a game (with the maps) on a PC/Mac/Linux. Cloud save and then play on the Switch. (It's how I played pretty much until recently - when the Switch version started lagging badly for me).
 
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Actual history?
By that logic you should blob all of Central/East Asia into Mongolia or Kublai's China making room for at least Inca, Maya and Mali. :mischief:
 
TSL Earth maps reveal some of the inherent problems with Civ VI. No tall play? No Tech transfer between players? No exploration if borders are closed? No Specialist slots? No space for Districts, Wonders or Improvements? No colonies, vassalage or outposts? No Iron or Niter nearby? No Farms for Loyalty? Enjoy expanding from Europe or Mesopotamia.

TSL is a measure that partially corresponds to representation of historic-cultural diversity, the relative lack of which becoming obvious on Earth maps (especially when theming a pre-colonial leader pool). I'd guess @aieeegrunt is referring to balance. The non-Eurasian Civs are so few, their birth lands so vast and open, that they automatically sit at the top of the score board if included.

Move Phoenicia TSL to Carthage (or add Morocco, Ashanti, Songhai, etc.). Currently, Mali owns all of North-West Africa.
Maori should start in sight of New Zealand. Still, without Australia selected, and with no Hawaii or Aborigine to choose, all of Australasia/Oceania is Maori, or empty.
Add at least 1 native American Civ (using mods if necessary). Without post-colonial Civs in play, the Cree get all of North America.
Give India and China an additional leader each with a Capital further South (or better yet, add Tibet, Timurids, etc. to improve dynamics in Asia (or closer match Europe)).
If the option is there, lower Loyalty effects, or else Europe will be stuck in Dark Ages and become a continent comprised only of Free Cities.
 
There should have been Earth maps of all map sizes with true start locations at launch. People might not agree, but I feel like any civ iteration should have these at launch: Hall of fame, TSL Earth maps, map editor and endgame map replay. The last feature is the most glaring omission. The replay was the only feature that would make me finish a game.

Was just thinking about this today. I really miss the end of game map replay. It is a crime we still don't have one.
 
My PC is 10 years old but I've upgraded it through the years, how ancient is your rig that it can't handle the default huge map, just out of curiosity.

Not old at all, but I get tons and tons of crashes in civ 6. I don't know why. I can max out plenty of other newer games, but civ VI tens to crash a lot for me. Generally due to memory.... maybe I should replace my ram sticks
 
Not old at all, but I get tons and tons of crashes in civ 6. I don't know why. I can max out plenty of other newer games, but civ VI tens to crash a lot for me. Generally due to memory.... maybe I should replace my ram sticks
Run a check on them at least. I built my current PC for Starcraft 2 when I had a broken foot in early summer 2010, upgraded it since, but it holds up with Civ 6 without any crash. For some things I even find Civ 6 faster than 4.
 
Actual history?

You will have to explain that a little more.

1. This game is not a history simulator, nor could it be if you tried. These civs didn't all exist in 4000 bc and most didn't. Germany who you choose to represent most of Europe, didn't even exist until like the 1900s as a unified country. Germany also didn't colonize all of America and Africa, so not sure how that helps with historical.
2. Africa is full of black people. You have only Egypt to represent them which isn't black. How is that historical?
3. Mayans, Inca etc are very historical and existed. They certainly weren't barbarians. They also exist as civs in the game. How is it historical to have them represented as barbarians?

I am trying to be nice about this but your rationale is not great. You basically said that 4 whole continents were full of barbarians and their civs aren't worthy of even being represented. Asia on the other hand, is represented to quite a bit of granularity for no particular reason.

So again, there is nothing historical about your choices. If you were choosing old civs, you would include Inca, Aztecs, Nubia, Maori for their areas. If you wanted it to represent modern more, you would have America, Australia etc there so that the final maps would have them in place. Most people would say, myself included, that you include a good variety of both. That way you get an interesting map that should look reasonable. America would be there, but you would also have central America represented by Maya, Aztec etc. South America would have Brazil, and also countries like Colombia, Inca to represent indigenous people etc.

The developers did quite a good job with trying to get civs from all over the world. We shouldn't represent any region of the world by barbarians.
 
Reading an article about climate change and the seas rising within the next decades, I can't help but immediately wonder how this will be reflected in the TSL map. :o
Do you think there could be work to make accurate the locations of floodable tiles? :confused:
 
Ah, you're in luck. I too am a Switch player! So I made the maps playable cross platform.

Start a game (with the maps) on a PC/Mac/Linux. Cloud save and then play on the Switch. (It's how I played pretty much until recently - when the Switch version started lagging badly for me).
Sweet! I'll check it out for my next.game, once I've tried the new TSLs!
 
Do you think there could be work to make accurate the locations of floodable tiles? :confused:

That's something modders could do.

More importantly is has Firaxis fixed thee issue of river flooding on TSL (and other World Builder produced) maps?
That's a biggie. And it's something only they can address. (Not the modding community).
 
Maybe you have already tried this but turning combat and move animations off boosted performance on xbox like ten thousand percent

Like processing turns went from minutes to seconds

My sides
Sounds like that would help the turn times, but my computer struggles with just the graphics (they're pretty jerky). I'm thinking about getting a new computer, but I was burned last time - my computer wasn't bottom of the range, yet it struggles with Civ VI (2016) and GalCiv3 (2015). I don't think the turn times are actually that bad - but that could just be because I'm used to the Switch.
 
That's something modders could do.

More importantly is has Firaxis fixed thee issue of river flooding on TSL (and other World Builder produced) maps?
That's a biggie. And it's something only they can address. (Not the modding community).

What issue is there with flooding rivers?
 
At this point I am going to have to assume both you and Conquistador 514 are just trolling so I am not going to take the bait any further.

The only thing I'll say is your complaining about not enough space in Europe... so were the Europeans. Look at a semi-accurate projection map - Western Europe is tiny.

https://www.dailymail.co.uk/news/ar...inent-big-China-India-US-Europe-together.html

What issue is there with flooding rivers?

Rivers don't flood on Firaxis's other TSL map. In fact, half of the natural disasters don't really work.
 
The fundamental problem with real earth maps is that 70% of the map is ocean! Unless you reconfigure the geology of the last 4.5 million years, that's always going to be an issue!

That's why most of the Earth Maps on Steam Workshops modified the portions of different continents one way or another. For instance, Central Asia often receives a shrink to allow more spaces in Mesopotamia, Sahara often shrinks to allow more spaces in Europe, same goes with Siberia and northern Canada, etc.
 
Exactly, for example the Giant Earth:
Code:
YnAMP_Script: -- Map Dimensions........      180x94
YnAMP_Script: -- Total plots on map....       16920
YnAMP_Script: -- Land plots............        6642 (39.26 map percent)
YnAMP_Script: -- Water plots...........       10278 (60.74 map percent)
Spoiler :
upload_2021-4-17_2-26-33.png


or the Greatest Earth Map which amplify this kind of rescale by a larger factor
Code:
YnAMP_Script: -- Map Dimensions........      104x64
YnAMP_Script: -- Total plots on map....        6656
YnAMP_Script: -- Land plots............        2930 (44.02 map percent)
YnAMP_Script: -- Water plots...........        3726 (55.98 map percent)

Spoiler :
upload_2021-4-17_2-28-39.png


But more importantly, even the default game maps (here "Continents", standard size) have a similar land/sea ratio
Code:
YnAMP_Script: -- Map Dimensions........       84x54
YnAMP_Script: -- Total plots on map....        4536
YnAMP_Script: -- Land plots............        1485 (32.74 map percent)
YnAMP_Script: -- Water plots...........        3051 (67.26 map percent)
Spoiler :
upload_2021-4-17_2-31-27.png
 
Yep, unless you change the map settings when creating a new game most popular map scripts include a ratio water to land at 70 to 30 per cent.

I actually think that the TSL Europe map is quite decent, even though there aren't that many different types of luxury resources. It is true that no rivers feature floodplains for some reason, so some wonders would be difficult to build.
 
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