KaTiON's Space Maps

KaTiON_PT

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Jan 2, 2010
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Download links attached down below.

I highly suggest using Custom Scenario as it allows you to fine-tune which settings you play with, mainly game speed and difficulty level.

Features:
  • Space gameplay – Includes all space-related content C2C has to offer. This includes the inner solar system (lunar, martian and venusian colonization), outer solar system (asteroids, gas giants and respective moons) and trans-neptunian space (Kuiper belt and Oort cloud objects). The maps also include a galactic stage (dwarf stars, giant stars, neutron stars and blackholes), a cosmic stage (clusters, super clusters and the observable universe) and transcendent stage (hyperspace and alternate dimensions, including far past and far future).
  • Quicker turns Smaller maps mean faster games, which means quick turn times for those with slower computers. Incidentally it also means less micromanagement as there are fewer cities to take care of. As an example, from my playtests I found out it is possible to fill a tiny planet (60x40) with 30-40 cities, depending on how close you place them.
  • Fair for all – Every preset civilization is roughly in the same situation as others. This means everyone starts equally distant from each other, has access to the sea, has a river adjacent to their starting position and caves plus stone are, too, nearby to give all nascent civilization a fair head-start in the prehistoric era.
  • Aesthetic and strategic I tried my best to give each one an unique and pretty surface with special consideration on resource placement. Certain areas are more likely to have a given resource so it is important to get there first or risk losing access to it.

Available Maps:

Large Solar System (v10) – Last updated on 2019-07-15 (Included in v40).
  • Technical – Gigantic sized map (124x200) with a large sized starting planet (124x55).
  • Lore What if you could travel back in time and become the immortal, omniscient leader of a civilization at the dawn of mankind? Now you get the chance to help one reach the stars and expand into the cosmos!
  • Trivia Did you know that the Moon in this scenario is realistically proportional to the Earth?
Spoiler Pictures :

Tiny Alternate System (v5) – Last updated on 2019-11-02.
  • Technical – Large sized map (60x143) with a tiny sized starting planet (60x40).
  • Lore In this alternate dimension 7 human civilizations have developed at the same time, each with a different cultural background and curiously their homeworld topography resembles nothing like the Earth we are used to. It is here that the differences end, however, as this planet has, too, a rocky moon orbiting it and the system it is in harbors the telluric planets of Mars, Venus and Mercury, and the gas giants Jupiter, Saturn, Uranus and Neptune. Perhaps this iteration of Earth can succeed in exploring the cosmos and beyond?
  • Trivia Given this planet has the same surface area of our Earth, each in-game tile represents an area of 212 500 sq km (82 046.7 sq mi) or roughly the size of the state of Kansas.
Spoiler Pictures :

Planned Maps:

Alien System (tiny, small and standard)
Different planet and celestial bodies.

Solar System (tiny, small)
Earth as well as our familiar planets.

Installation & How to play:

Download the attached map and paste it in "...\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos\PrivateMaps", then select it from the list inside "Custom Scenarios".

Highly recommended modmods:
Patchnotes:

Spoiler Large Solar System :

v10
  • Middle-eastern civilization is now back in the Fertile Crescent (hoping it keeps expanding to India first as not to choke out the European nor the African civilization)
  • Changed a few civilization types to better fit their corresponding places. Greece -> Celts, Aztecs -> Iroquois, Egypt -> Zulu, Babylon -> Sumeria
  • It is now possible to island hop to Hawaii from the Pacific Islands
  • Added stone to the Nile Delta to allow the construction of the Egyptian culture
  • Added Niger river
  • Removed Jungle in coastal plot east of Papua New Guinea
v9
  • There are now two Ancient Relics in every continent
  • The Moon now has lunar craters as Lunar Observatory needed them
  • Some river corrections in Europe.
v8
  • Made sure each civilizations had craters near them in order to allow them to build the Meteorite Lab building (reported by raxo2222)
v7
  • Moved Greenland closer to Europe as there is an historical precedent of vikings colonizing it. Because of the recent change to map size it is no longer possible for a viking-like first contact with new world people, though. (reported by raxo2222)
v6
  • The map is now larger with 124 x 200 = 24800 tiles (was 110 x 200 = 22000. This was made so that Earth's meridians, and thus animal/unit spawns, could be properly simulated
  • Pacific and Atlantic oceans are now wider which prevents any kinds of contact between these continents before the medieval age. (thanks for the report raxo2222)
v5
  • Now possible to have all special resources. These are resources that are made available if two normal ones are present near a city (access to lithium from having lead and salt, for example).
v4
  • Added goody huts and goody islands, each continent as around the same number of them
  • Brought tar pits closer to starting civilizations
  • Aztecs (North America) now has accessible iron
  • Added ice in the uppermost part of North America as a player was able to circumnavigate around the world by traveling in the ring mountains that separate earth from space
v3
  • Added a couple new islands and some rivers to continents
  • Corrected a couple coast tiles that weren't actually coastal
  • Added oceanic trenches
  • Replaced tall grass in tundra with forests
  • Added more terrain features such as tall grass, rainwater basins and desert outcrops, and hopefully every terrain feature combination is now in the scenario
v2
  • Extra-solar zones are now stacked on top of one another as height was increased from 165 tiles to 200 tiles
  • Civilizations now have different names and leaders (Aztec, Inca, Greece, Egypt, Babylon, China and Aborigines)
  • Mesopotamia and Nile are now plains (from grassland and lush)
  • Removed resources that were in the middle of oceans and placed them closer to coast
  • Methane Ice now solely exists in polar waters
  • Added missing tar bonuses
  • Salt flats now exist in every desert
  • Replaced erroneous Krakatoa in Kamchatka peninsula with Klyuchevskaya Sopka
  • Removed sulfur and obsidian bonuses from Himalayan mountains as those were causing said mountains to erupt
  • Every civilization now has 50 :gold: starting treasury (from 300)
v1
  • Release version

Spoiler Tiny Alternate System :

v5
  • Updated map to make it more compatible with v40
  • Corrected space zones according to this thread
v4
  • Ice has been removed and was replaced with mountain for it caused barbarians to spawn in space (thanks @raxo2222)
  • Every civilization now has 100 :gold: starting treasury (from 500)
v3
  • Gave every civilization 500 :gold: starting treasury to help combat some early game recession that stalled the AI in deity on the longer game speeds for the rest of the campaign
v2
  • Relocated stone and cave to be closer to african civilization
  • Made south american civilization actually have south american culture
v1
  • Release version

Acknowledgments:

@TPEHEP for the Vertical Solar System map which served as the basis for the space portions.
@pepper2000 for his contributions towards the development of the later eras, including technologies, buildings and civics.
@raxo2222 for his suggestions and for the It's a Small World map which piqued my interest into doing scenarios with space content and for all the QA he has done to improve the maps.
@Snofru1 for giving me motivation to do scenarios.

Troubleshooting:

If you are having memory allocation issues try the following:
  • Go to Assets/XML/A_New_Dawn_GlobalDefines.xml and change SHOW_BUILDINGS_LEVEL to <iDefineIntVal>2</iDefineIntVal>
  • For more extreme cases, go to Documents\My Games\Beyond the Sword\CivilizationIV.ini and change MemSaver to 1. This will prevent using alt-tab if in fullscreen however.
 

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Thanks a lot. I'm looking forward to check it out.

Let me warn you, though. Once you get into this you have no idea how deep you can get sucked in.
 
Don't forget to use my modified spawn info file, that is on my spacemap thread.
It removes all latitude/longitude restrictions from animal spawns to be compatible with spacemaps.

Some terrain features are placed in wrong locations, here is guide to them.
That is some of them won't be usable by cities at all.
 
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Tiny Alternate System (v2)
  • Relocated stone and cave to be closer to African civilization
  • Made South American civilization actually have South American culture
 
Tiny Alternate System (v3)
  • Gave every civilization 500 :gold: starting treasury to help combat some early game recession that stalled the AI in deity on the longer game speeds for the rest of the campaign
 
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@Toffer90 Still badly, I'm starting to wonder if the reason is that they refuse to build tribes/settlers. As in all my games they don't expand.

Going to try without your modmod to see if that's the thing causing the issue.
 

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@Toffer90 Still badly, I'm starting to wonder if the reason is that they refuse to build tribes/settlers. As in all my games they don't expand.

Going to try without your modmod to see if that's the thing causing the issue.
Entered the world builder on my latest test game (I was isolated on an island and haden't met anyone in the mid classical era.), all the AI's were doing fine economically with research slider at 100% but no AI had more than 2 cities and half the AI's had been wiped out by barbarians and/or by each other. Something is really strange with the AI lately, the AI did much better around 20-50 SVN revisions ago.
 
Entered the world builder on my latest test game (I was isolated on an island and haden't met anyone in the mid classical era.), all the AI's were doing fine economically with research slider at 100% but no AI had more than 2 cities and half the AI's had been wiped out by barbarians and/or by each other. Something is really strange with the AI lately, the AI did much better around 20-50 SVN revisions ago.

I can confirm your modmod isn't the one to blame, perhaps the scenario itself? Going to try on a random map now.
 

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Random map overall fairs better, at least no civ enters in a depression. Though no additional cities.

In faster speeds the AI in my scenario managed not spiral out of control as well.
 

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Entered the world builder on my latest test game (I was isolated on an island and haden't met anyone in the mid classical era.), all the AI's were doing fine economically with research slider at 100% but no AI had more than 2 cities and half the AI's had been wiped out by barbarians and/or by each other. Something is really strange with the AI lately, the AI did much better around 20-50 SVN revisions ago.
Ok, now we're making some progress. As I explained a while back, it may well not be an economic problem. The AI appeared to be training settlers, then, because the evaluation of city sites was cached at no valid sites found, even though it DID find plots with value (which would mean at least one of those plots with positive value would be a valid site so it's odd that NO plots were considered valid when valid plots were being found) they wouldn't send the out and would instead sacrifice the settler. Then, figuring out that it had no settlers, it would train another, only to again sack it because it never took the time to re-evaluate settleable sites because the cache would never clear. I don't know how it's getting stuck or if I'm just misreading some things I'm seeing. If I had more time I'd be investigating further down this thread of thought but it really does take a very long time to research this and it's not time I currently have. But I know it's super critical to address. I'm thinking the problem is absolutely in the code and is not just a matter of tweaked numbers BUT it's not an area I've been tampering with so I'm not sure what could have invited the issue. If they were having trouble training settlers, I'd get it. And maybe it's a problem with the escort ?AI perhaps. Maybe they aren't getting what they need in terms of escort units and are sacking them as a result. I don't know.

But you can see why I was suspecting that the volume of barbs and their incursions might be inhibiting the AI too much. That's another thread to research.
 
They are killing (disbanding?) settlers. Made one and let AI run the game for 5 turns, the settler had disappeared when I regained control.
 
At TB: Lately automated workers have been ignoring tiles where harmless animals like a pigeon is located. In my last testgame there was an obsidian and marble bonus that never got a quarry because the workers were unable to even consider sharing a tile with a harmless animal. Automated workers had no issue with walking through tiles with such animals but they wouldn't stop there to even build a road. Perhaps there is a similar issue with settlers?
 
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At TB: Lately automated workers have been ignoring tiles where harmless animals like a pigeon is located. In my last testgame there was an obsidian and marble bonus that never got a quarry because the workers were unable to even consider sharing a tile with a harmless animal. Automated workers had no issue with walking through tiles with such animals but they wouldn't stop there to even build a road. Perhaps there is a similar issue with settlers?
The problem, as identified so far, is in the brokerage system.

And yes, settlers are being disbanded after trained only to be retrained.
 
Tiny Alternate System (v4)
  • Ice has been removed and was replaced with mountain for it caused barbarians to spawn in space (thanks @raxo2222)
  • Every civilization now has 100 :gold: starting treasury (from 500)
 
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