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Is there an official (or unofficial consensus) Vox Populi map script?

Current my favorite is YNAEMP, but I recommend Communitas a lot. It's the fittest map script with Monopoly concept I think. Some reason I start at the same map every time when I played with it, still one of the best map script to play with VP. Doughnut is also very balanced.
 
I played many map scripts, the most I liked is communitas and planet simulator. Currently play planet simulator. I like that it creates sometimes 2,3 or 4 continents.
Also i like Oval map script, but I don't like how CS spawn there(in 2-3 groups near each other).
Does Planet Simulator also create quite many 1-tile islands for you? If you like Planet Simulator, give Tectonic (not Tectonics!!!) a try - I find it even better than Planet Simulator (but it is causing strange glitches mod game for me for some strange unknown reason, so I had to go back to Planet Simulator)
 
Does Planet Simulator also create quite many 1-tile islands for you? If you like Planet Simulator, give Tectonic (not Tectonics!!!) a try - I find it even better than Planet Simulator (but it is causing strange glitches mod game for me for some strange unknown reason, so I had to go back to Planet Simulator)
No, maybe only a few 1 tile islands. There is option about islands. I just set number to "minimal".
 
Secondly, and not everyone agrees with me on this, there is no way to connect your two navies (inner and outer). I proposed a canal improvement, even though it's unrealistic, but it didn't seem to catch on.

There is a canal-like feature: A city on a one-tile-wide isthmus, a city and a fort on a two-tile-wide isthmus, or a city and two forts on a three-tile-wide isthmus, although the last isn't ideal because the city won't be coastal. It also works with any combination of lakes and inner seas. You may or may not be able to extend it farther using citadels, but I haven't tried and I wouldn't count on it.

I think most people would agree that this is enough; it's not too restrictive, because you have some options, but not too long to be unrealistic. I don't know whether that map would ever have such a possibility though.
 
There is a canal-like feature: A city on a one-tile-wide isthmus, a city and a fort on a two-tile-wide isthmus, or a city and two forts on a three-tile-wide isthmus, although the last isn't ideal because the city won't be coastal. It also works with any combination of lakes and inner seas. You may or may not be able to extend it farther using citadels, but I haven't tried and I wouldn't count on it.

You can also extend your canals by adding citadels from great generals to the mix. In theory you could cross any landmass possible if you're determined.
 
There is a canal-like feature: A city on a one-tile-wide isthmus, a city and a fort on a two-tile-wide isthmus, or a city and two forts on a three-tile-wide isthmus, although the last isn't ideal because the city won't be coastal. It also works with any combination of lakes and inner seas. You may or may not be able to extend it farther using citadels, but I haven't tried and I wouldn't count on it.

I think most people would agree that this is enough; it's not too restrictive, because you have some options, but not too long to be unrealistic. I don't know whether that map would ever have such a possibility though.

You can also extend your canals by adding citadels from great generals to the mix. In theory you could cross any landmass possible if you're determined.
That's exactly my point. To use citadels you need to make great generals, and unless you're Portugal, that means going to war. So without great generals, you're limited to a maximum 3 tile canal, which is nowhere near enough.
I want to be able to connect both coasts of the doughnut without forcing the player to go to war to farm those great generals. It doesn't seem too broken, just unrealistic.
 
That's exactly my point. To use citadels you need to make great generals, and unless you're Portugal, that means going to war. So without great generals, you're limited to a maximum 3 tile canal, which is nowhere near enough.
I want to be able to connect both coasts of the doughnut without forcing the player to go to war to farm those great generals. It doesn't seem too broken, just unrealistic.

You're basically saying that being unable to make a canal from west to east Africa without incredible effort is 'unrealistic'. Creating a cross continental canal is 'unrealistic' yet is possible if you put forth the effort.

A 2 tile canal should be MORE then sufficient in the majority of cases where a canal could be 'realistically' possible.
 
I like using the game's frontier map. The map has a lot of space to go wide. Can be set to pangea or large continents. Also has a lot of ruins. Was always a great map choice for using the Shoshone on deity. The one thing that made the map challenging in the base game was luxury resource distribution. There were less than ideal in the vanilla game considering the space to settle. It seems to fit this mod much better.
 
I fully enjoy Communitas with the Terra map function (so all civs start on largest continent).

I ran several tests with the Terra map script plus VP a while ago. I didn't like the results at all and even wanted to create a thread about it, or report it on GitHub, but was too lazy for it.
The problem is that AI barely ever settles the New World. Until the end of the game, be it Industrial or Future Era, the new continents remain inhabited only by several barbarian camps, and 1-2 AI civs cities at most (often none). AI seems to consider major colonization of overseas lands not worthwhile, at least it was the case a couple of patches ago.
 
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I ran several tests with the Terra map script plus VP a while ago. I didn't like the results at all and even wanted to create a thread about it, or report it on GitHub, but was too lazy for it.
The problem is that AI barely ever settles the New World. Until the end of the game, be it Industrial or Future Era, the new continents remain only inhabited by several barbarian camps, and 1-2 AI civs cities at most (often none). AI seems to consider major colonization of overseas lands not worthwhile, at least it was the case a couple of patches ago.
It seems that the AI is only interested in major colonisation when not having enough place. In my last 43 civs games on communitas, Civ where settling on little island as soon as they found some (since they had only 2 cities before navigation). Maybe try 43 civs Terra.
 
It seems that the AI is only interested in major colonisation when not having enough place. In my last 43 civs games on communitas, Civ where settling on little island as soon as they found some (since they had only 2 cities before navigation). Maybe try 43 civs Terra.

This is a complaint I have too — why would they take the hit to policy + research costs when it will take forever for those cities to return their investment? Granted, I don't play 43 civs, but I notice this in normal games. Seems like there's a period in their development when they decide they need more cities, regardless of whether or not there are good spots for cities.

It's not issue for me; the AI are hard enough as it is, and those cities water-down my war monger penalty when I leave them be. Still something to consider though. Bad city spacing is such a pet peeve for me.
 
So i tried Tectonic Map Script and i was starting to feel that there was way too much tundra. Then this happened...
upload_2017-8-1_19-51-34.png


Is this a bug or is this map-script always like this? Cuz this is a big no-no.
 

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Normally there is some sea and polar ice

Sometimes a landmass spans from polar regions into more moderate latitudes. There have been times in Earth's history when this was the case, due to continental drift.

Just imagine if Africa was shifted 65 degrees south: Its tail, South Africa, Zimbabwe, Angola, and half of the Congo region, would be in the polar region, while the rest of Africa would be in the inhabitable "playable" latitude.

I think the people who designed this script are trying to include those situations. Sure, they could have put a one-tile layer of polar ice, but what's the point? It would just make your playable space smaller.
 
if you don't like one tiles island with communitas, you can have two atlantic rift , wide if you want to have two big continent or narrow if you want to have more landmass .
I never understood what this ocean rift setting did, what Atlantic/Pacific/Wide/Narrow do exactly?
 
I never understood what this ocean rift setting did, what Atlantic/Pacific/Wide/Narrow do exactly?

No rift, it's Pangaea without any ocean, just a little sea between the two extremity.
1 rift, there is an ocean between the two side of the pangea.
2 rift, gives you two ocean with at least 2 continents.

Pacific rift brings some small to average island between the continents and reduces the chance to get mountain
Atlantic has got nothing between the continent but it increases the chance to get mountain.


If you set rift to wide, atlantic/pacific will be bigger and your continent will be more compact with less inner seas.
If you set rift to narrow, it will be the opposite and your continent will feel like a combination of big island separated by 2 or 3 water tiles.

Example : choose 2 narrow pacific sea in order to have an Atlantean world with islands of varying sizes separated by narrow water passages.
 
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