KaTiON's Space Maps

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.
Is that really necessary? It's the same resource, and apart from the building generating it there is no further difference.
 
@raxo2222 Well I explicitly made it so that there is a combination for the mineral ones that haven't been assigned any use yet. Also made sure the bolded ones are indeed obtainable in the map (i.e. berries and fossils).

In one of my playthoughs I managed to get every single non-mineral special resource you listed so I think adding more instances wasn't necessary.
 
Isn't the important part to be able to get a special resource even if there is only one combination on the map for doing so? The earth part is already so filled with resources that I'm finding it hard to place resources for all of the different potential combinations.
 
Is that really necessary? It's the same resource, and apart from the building generating it there is no further difference.
IMO, we should strive to change that and make them all unique resources of their own and make each building that generates them produce 2 or 3 so as to then actually stimulate trade of hard to obtain resources that nobody else would have.
 
Isn't the important part to be able to get a special resource even if there is only one combination on the map for doing so? The earth part is already so filled with resources that I'm finding it hard to place resources for all of the different potential combinations.
Theoretically you could have 3 different manufactured resources unlocked if you placed 3 resources at each other (increases chance of them all being in working radius of city)
With four resources it could be 6 different manufactured resources.
You would need to keep track of that.

Fruit - 32 pairs
Bugs - 28 pairs
Vegetables - 20 pairs
Seasoning - 17 pairs
Carcass - 16 pairs
Feathers - 16 pairs
Flowers - 16 pairs
Fossils - 14 pairs
Raw Fish - 13 pairs
Nuts - 12 pairs
Gems - 9 pairs
Berries - 8 pairs
Pelts - 7 pairs

These resources just would repeat - less pairs than continents.
Drugs - 5 pairs
Grain - 5 pairs
Shellfish - 5 pairs
Eggs - 4 pairs
Ivory - 3 pairs
Poison - 3 pairs
Lizards - 1 pair

Minerals have only one available pair.
 
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@KaTiON_PT I'll upload it then to SVN.

I'm playing on your map as Greece (I'm from Europe :p) with Normal/Noble settings. Map is Gigantic.
 
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@raxo2222 thanks!

How are you finding turn times and how well does the AI play?
Currently I'm in Prehistoric era, turns last around 10 seconds (autosaving might be add second or two).

I didn't met AI yet, but sometimes message is displayed, that they built WW or found natural wonder.
I think everyone is pre-tribalism

Cats, bears and big animals are annoying :p

As for production to research ratio its good here, but I'm aggressively chasing :hammers:
Research itself is bit fast though.
I don't beeline at all.

I play with developing traits, negative traits and without pure traits.
I picked Creative to get faster culture and expand borders, Industrious, and Isolationist negative trait, as it has :hammers: boost.
I think next one I will pick :food: or :gp: boosters.
 
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That good to hear! From experience the AI tends to be more advanced in prehistoric to classical eras, being ahead of you in research and in wonders. But by medieval the human player starts getting the upperhand.
 
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That good to hear! From experience the AI tends to be more advanced in prehistoric to classical eras, being ahead of you in research and in wonders. But by medieval the human player starts getting the upperhand.
Well bad news that AI ignores all National Wonders...

I reached tribalism and now I'm building cities here and there.

Reached Ancient era.
Ais didn't build any cities.
Probably they are around Tribalism.
 
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Well bad news that AI ignores all National Wonders...
False. I've seen them build national wonders in runs where I've turned the player over to the AI. However, they probably don't always value them effectively enough for some reason.
 
False. I've seen them build national wonders in runs where I've turned the player over to the AI. However, they probably don't always value them effectively enough for some reason.
Weird.
I play on Noble, maybe that why they are so slow.
They are much slower than I thought they would be on this handicap.

I wonder on what handicap they would keep up with me.
 
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I'm playing Emperor now.
I don't beeline, but I build city after city as soon as possible :p
 
It is released on forum here too.

.....
150th turn, I entered Ancient era not too long time ago.
I'm playing on Normal/Emperor.
No barbarians, and developing traits + negative traits without pure traits.

Spoiler :

Civ4BeyondSword 2018-08-23 11-57-50-57.jpg



I don't do escorts.
I just build settler, two workers, and one crime/education/disease control unit.
I met Egypt and Babylon, and bought contact with China from them.
I have most cities.

Animal spawning is fine even without latitude restrictions.
Latitude requirement rescaling would be tedious - first I would to calculate new scale on Excel and then find and replace old values with new ones.
 
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Even on Emperor AI builds cities slower than me, but since it beelines it gets wonders before me :p

I think even on Immortal one could play without beelining.

Something is blocking Inca from making cities.
Spoiler :

Civ4BeyondSword 2018-08-24 10-11-20-05.jpg



Upgrading workers is annoying - I want work mules, as they can build improvements on mountains.
This means I need bring them sometimes overseas to capital, as only here I can upgrade them to work mules.
 
Okay, that was little annoying.
AI got punished hard by violating personal space - my rule is that cities MUST NOT steal each other land in radius of 2 tiles (Fat cross).

Tiles in extended cross (Metropolitan Administration or just certain cultural level) may overlap.
Spoiler :

Civ4BeyondSword 2018-08-24 14-53-55-02.jpg
Civ4BeyondSword 2018-08-24 14-54-28-16.jpg



Is it possible to steal cities without declaring war?
No one tell Hammurabi, that this volcano was inside job.

I think to prevent that I would have to set some define, that says how close cities can be to 4 tiles.
 
Yep, it's called culture bombing. There are two ways:

The first one is the most boring but works in all eras. Basically build a city near one of theirs and spam culture in it.

The second way you use spies in enemies cities and select influence culture. It requires espionage points though.

After a while they flips to you if you allow them.
 
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