KaTiON's Space Maps

Thought I made it sure it would be impossible to get between the Old and the New world before Navigation was researched.
 
Thought I made it sure it would be impossible to get between the Old and the New world before Navigation was researched.

It's not even a matter of "getting". The fact is that if you find yourself in the "ring mountains" - you can make a trip around the world, get to isolated islands, etc.
 
It's not even a matter of "getting". The fact is that if you find yourself in the "ring mountains" - you can make a trip around the world, get to isolated islands, etc.

Could you tell me which place you managed to gain entry? I tried to have ice everywhere around the ring mountains.
 
Could you tell me which place you managed to gain entry?

I came from North America. Similarly, you can still from Greenland and the islands of America, if you land there. I have not checked yet, can I still come from somewhere else.

UPD: Checked - except this from nowhere it is impossible.
 
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Standard Solar System (v4)
  • Added goody huts and goody islands, each continent has 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
 
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Standard Solar System (v4)
  • Added goody huts and goody islands, each continent has 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
Is map ready to be added to mod?

By the way if you get certain pairs of resources, then you can get additional resource trough building.


Berlinite - Bauxite+Diamond, no use for it yet.
Borax - Salt+Stone, no use for it yet.
Caesium - Bauxite+Silver, no use for it yet.
Chromite - Bauxite+Iron, no use for it yet.
Cinnabar - Lead+Silver, no use for it yet.
Cobalt - Sulphur+Stone, no use for it yet.
Graphite - Coal+Stone
Lazulite - Bauxite+Sapphires, no use for it yet.
Lithium - Lead+Salt
Magnesium - Salt+Iron, no use for it yet.
Mascagnite - Sulphur+Coal, no use for it yet.
Nickel - Bauxite+Sulphur, no use for it yet.
Potash - Fine Clay+Salt, no use for it yet.
Pyrite - Iron+Sulphur, no use for it yet.
Tungsten - Tin+Iron, no use for it yet.
Zinc - Copper+Silver, no use for it yet.

Berries - Grapes+(Tea, Tobacco, Coffee, Rice, Hemp, Olives, Sugar or Apple)

Bugs - Silk+(Parrots, Kangaroo, Flax, Lobster, Almonds, Spices, Fish, Elephants, Pistachio, Coffee, Melons, Barley, Papaya, Corn, Indigo, Sugar, Wheat, Peyote, Resin, Dates, Shrimp, Rice, Incense, Cocoa, Murex, Mango, Cotton), Tea+Peyote, resource combination isn't only way to get those.

Carcass - Deer+(Horse, Beavers, Elephants, Mammoth), Kangaroo+(Mammoth, Poultry), Bison+(Mammoth, Elephants, Sheep), Llama+(Mammoth, Poultry), Whale+Walrus, Elephants+(Poultry, Pig), Mammoth+Pig, Elephants+Horse, resource combination isn't only way to get those.

Drugs - Hemp+Prime Timber, Mushrooms+Deer, Tea+(Spices, Incense), Sugar+Henna, resource combination isn't only way to get those.

Eggs - Poultry+(Apple, Olives, Corn), Sea Lion&Seal + Clam, resource combination isn't only way to get those.

Feathers - Parrots+(Coconut, Wheat, Pistachio, Fish, Apple, Grapes, Stone, Flax, Banana, Kangaroo, Coffee, Barley, Spices, Cocoa, Mango, Corn), resource combination isn't only way to get those.

Flowers - Flax+(Sugar, Tobacco, Lemons, Cotton, Barley, Banana, Potatoes, Rice, Tea, Spices, Apple, Incense, Corn, Wheat, Hemp), Indigo+Tea, resource combination isn't only way to get those.

Fossils - Fossil Beds+(Clam, Poultry, Pig, Coal, Mammoth, Stone, Prime Timber, Whale, Oil, Fish, Wheat, Cow, Crab, Horse)

Fruit - Apple+(Olives, Papaya, Wheat, Prime Timber, Mango, Lemons, Rice, Tea, Tobacco, Sugar, Corn, Potatoes), Corn+(Lemons, Papaya), Melons+(Pumpkin, Sugar), Prickly Pear+Peyote, Banana+(Coffee, Cotton, Rice, Sugar, Olives, Guavas, Lemons), Lemons+(Grapes, Spices) Mango+(Dates, Lemons, Coconut, Grapes, Corn, Papaya), resource combination isn't only way to get those.

Gems - Sapphires+(Iron, Stone), Amber+(Sulfur, Gold), Jade+Lead, Rubies+Salt, Jade+(Obsidian, Marble), Diamond+Stone, resource combination isn't only way to get those.

Grain - Wheat+(Tea, Olives, Corn, Barley, Sugar), resource combination isn't only way to get those.

Ivory - Whale+Walrus, Elephants+Pig, Mammoth+Pig, resource combination isn't only way to get those.

Lizards - Silk+Stone, resource combination isn't only way to get those.

Nuts - Almonds+(Coffee, Corn, Tea, Guavas, Cocoa, Olives, Melons, Potatoes, Tobacco, Prime Timber, Lemons), Wheat+Prime Timber, resource combination isn't only way to get those.

Pelts - Beavers+(Prime Timber, Rabbit, Shrimp, Crab, Clam), Sea Lion&Seal+(Whale, Walrus), resource combination isn't only way to get those.

Poison - Indigo+(Grapes, Prime Timber, Mushrooms), resource combination isn't only way to get those.

Raw Fish - Fish+(Pearls, Clam, Crab, Murex, Prime Timber, Shrimp, Sea Lion&Seal, Whale, Lobster), Whale+(Crab, Shrimp, Pearls, Lobster), resource combination isn't only way to get those.

Seasoning - Spices+(Resin, Mango, Olives, Corn, Tobacco, Almonds, Prime Timber, Rice, Melons, Sugar, Papaya, Grapes, Sugar, Incense, Barley, Wheat), Rice+Tea, resource combination isn't only way to get those.

Shellfish - Murex+(Pearls, Clam), Clam+(Whale, Pearls), Lobster+Shrimp, resource combination isn't only way to get those.

Vegetables - Corn+(Olives, Potatoes), Squash+(Melons, Corn), Potatoes+(Olives, Tea, Wheat, Coconut, Cotton, Squash, Rice, Lemons, Coffee, Hemp, Sugar, Banana), Rice+(Sugar, Corn, Olives), Wheat+Lemons, resource combination isn't only way to get those.

If entry has multiple possible pairs, then there is no need to have it on every continent.
That is there is no need for two Silk+Parrots pairs in the world - such buildings can be unique.
 
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I believe so, I've been sporadically playing it out these past few months while doing some work at university but I found no other bugs besides those you and TPEHEP mentioned.
 
I listed all pairs of map resources that enable building producing manufactured resource.

Bolded resources are high priority to add such pairs - those can be obtained only this way.
Lithium is highest priority - this one unlocks futuristic things indirectly, while there is megafactory for manufactured minerals, it is unlocked two eras later than Lithium mine building.
 
@raxo2222 Do you know if the resource adjacency system (special resources you only get from having two or more different type of basic resources in reach of a city) was made by someone on the team? Because I feel we could get rid of it and make it so that as long as the empire has access to two basic resources then any city could make the special resource.
 
A compromise would be to consider one as a major resource and the other as a minor one.
The major resource would need to be adjacent to the city, while the minor one could come from anywhere, even trade.

This would make it easier to achieve cultures, while retaining some of the original attempt at adding more purpose to city placement and variation to what's available for the different cities in your nation.

I'm not sure if I would prefer the compromise or the way it currently is.
 
@raxo2222 Do you know if the resource adjacency system (special resources you only get from having two or more different type of basic resources in reach of a city) was made by someone on the team? Because I feel we could get rid of it and make it so that as long as the empire has access to two basic resources then any city could make the special resource.
This was a hydro design. The idea is that the region would produce a bonus resource if it's a region with two defined types of resources.

The downside, as I've observed, is that this leads a lot of common resources (Real World speaking) from any entry into the game at all. The worst thing is, a lot of the resources aren't even resources (which they should be so that it can stimulate trade - but then there should be a few that come from the special harvesting building for that reason). Thus, Black Pepper, should, IMO, actually be a defined resource and it should be that the farm that gives it should give 2 or 3 of that resource so it can be owned and traded, rather than adding a 'spice' resource you can get from any other common means for obtaining 'spices'.

The upside is that it does make for 'elite' resources that are very hard to get and can be highly coveted due to their rarity. Doing as you suggest would make them a LOT more common.
 
A compromise would be to consider one as a major resource and the other as a minor one.
The major resource would need to be adjacent to the city, while the minor one could come from anywhere, even trade.

This would make it easier to achieve cultures, while retaining some of the original attempt at adding more purpose to city placement and variation to what's available for the different cities in your nation.

I'm not sure if I would prefer the compromise or the way it currently is.
For carcass, fruits and vegetables it would be tricky to establish main resource.
Cultures needs only one resource.


This was a hydro design. The idea is that the region would produce a bonus resource if it's a region with two defined types of resources.

The downside, as I've observed, is that this leads a lot of common resources (Real World speaking) from any entry into the game at all. The worst thing is, a lot of the resources aren't even resources (which they should be so that it can stimulate trade - but then there should be a few that come from the special harvesting building for that reason). Thus, Black Pepper, should, IMO, actually be a defined resource and it should be that the farm that gives it should give 2 or 3 of that resource so it can be owned and traded, rather than adding a 'spice' resource you can get from any other common means for obtaining 'spices'.

The upside is that it does make for 'elite' resources that are very hard to get and can be highly coveted due to their rarity. Doing as you suggest would make them a LOT more common.
Minerals except for Lithium (very important for Information and later game, probably indirectly needed for property control) and Graphite (used only by pencil factory) are without any uses.

As for berries and fossil beds they are obtainable only trough resource pair combination (Grapes/Fossils respectably).
Others are easy to get.

Lithium deficiency may be cause of some AI dying in Nanotech era as someone reported it.
Lead and salt must be near each other to get Lithium

Lithium is needed to make Electrolyte Cells, and those are needed to make Exoskeletons needed to make Mech, that are needed to make police unit named Police Mechs.
This whole supply chain is gradually unlocked trough Information era.

It appears there are some mech prototypes.
Doesn't Information era end in 2050 in C2C timeline?
 
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Lead and salt must be near each other to get Lithium
As long as there is lead close to a coastline that shouldn't be a problem - much better than a year or so ago when Graphite was still extremely important (back then needed for Graphene).
 
Standard Solar System (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).
@raxo2222 made it according to your guide, so the ones you bolded ones were made available in every continent (i.e. civilization). The non-bolded ones (those you get from other sources or are simply not coded yet) were made it so that there was at least one instance in the world map, so a world spanning empire can have access to all of them.
 
Standard Solar System (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).
@raxo2222 made it according to your guide, so the ones you bolded ones were made available in every continent (i.e. civilization). The non-bolded ones (those you get from other sources or are simply not coded yet) were made it so that there was at least one instance in the world map, so a world spanning empire can have access to all of them.
So for example there is 29 different ways to obtain Bugs?
That is here is silk and parrots, there is silk and bamboo over here is silk and kangaroo and so on?

That is all combinations should be placed somewhere.
 
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