Large Map and New Civilizations are now playable

Leoreth

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We have finally reached the point where I am ready to share the larger map and the new civilizations that come with it. You can get them by updating to the latest develop branch.

Along with the map and civilization changes, a lot of other things have changed. Even though I usually mentioned them somewhere in this forum at the time, I will include a (best effort) full summary of everything that changed in this post.

You can find a full list of all civilizations in the game as of 1.18 here.

Feel free to play the game in whichever way you like. Since I have been very adamant before about access to the map branch and how to interact with it, I want to explicitly say that nothing is off limits. You can play and post about it in any way. However, I would still like to ask not to create modmods based on the 1.18 development branch until it has been fully released.

Please share your experiences in this forum - you can use the general discussion thread or start new threads as needed. Please be aware that development is not yet complete and do not report issues for parts of the mod that I had no time to work on yet. That includes for example city names, great people names, dawn of man texts, civilopedia texts, and similar flavour content. You can find details on what I have yet to work on in the "Updated Plans for DoC 1.18" thread.

I especially welcome all feedback on game balance, UHV challenge, AI competitiveness, tech balance, and usefulness of the new game assets like UUs, UBs, and UPs. Of course, please also report any bugs and similar issues you encounter in the bug reports thread. To be clear, you can use the general purpose DoC threads in this context. 1.18 and the big map are the default mode of DoC from this point on.

I will move on with the remaining tasks for 1.18 according to the laid out plan, but I will also do my best to engage with the discussion in the forum here. I also plan to revive the "Leoreth Plays..." series for the civilizations added in 1.18, so be on the lookout for that.

I hope you have fun!

Spoiler :

MAJOR FEATURES
  • New, larger and highly detailed map, including many new terrain, feature, and resource types
  • 13 new civilizations
  • Extended game length: 80 turns added on Normal game speed
  • Blue Marble included by default
  • New implementation of settler and war map values and logic to simplify logic and improve control
  • New implementation of minor city spawns to achieve better developed and defended minors, including from collapsed civilizations
  • New implementation of barbarian spawns to achieve more contextual and better targeted barbarians
  • New stability maps: distinction of core, historical, conquest, and foreign areas
    • Core area: cities contribute to the stability limit
    • Historical area: cities slightly contribute to instability, temporary positive stability on city conquest
    • Conquest area: cities fully contribute to instability except for the first turns after conquest, temporary positive stability on city conquest
    • Foreign area: cities fully contribute to instability
  • Resources can have different graphical varieties on the map

TECHNOLOGIES
  • Literature: enables adjusting culture rate instead of Writing
  • Cartography: additional movement on Roads
  • Electricity: additional movement on Railroads

UNITS
  • Spy: has two moves
  • Missionary: limit increased to 5
  • Persecutor: requires Theology, reduced cost, limit increased to 3
  • Great Merchant: can enter desert
  • Increased movement for all naval units
  • Unit modifiers for Desert also apply for Semidesert
  • Animal units have terrain and feature strength modifiers depending on their native biomes

NEW BUILDINGS
  • Tannery (Tanning): +1 happiness from Fur, +1 health from Deer
  • Jeweller (Aesthetics): +2 culture, +1 artist slot, +1 happiness from Gems, Pearls, Amber, Jade
  • Grocer (Guilds): +1 health from Citrus, Amber, Dates, Banana, Spices
  • Abattoir (Refrigeration): +1 health from Cow, Pig
  • Grain Silo (Labour Unions): +1 health from Wheat, Corn, Rice, Millet
  • Zoo (Ecology): +1 happiness from Camel, Fur, Ivory, Whale

BUILDINGS
  • Smokehouse: removed
  • Weaver: requires Leverage, -1 culture, -1 artist slot
  • Manufactory: requires Companies

NEW WONDERS
  • Pyramid of the Sun: +3 great people points per Citizen
  • Great Adobe Mosque: requires Doctrine, Ivory, Islam, +2 commerce on Desert and Semidesert, +2 priest slots

WONDERS
  • Increased costs for many ancient and classical wonders
  • Sphinx: +1 happiness from Stone, Marble
  • Pyramids: require Pottery, +1 priest and engineer slot, +1 great people point per happiness resource
  • Floating Gardens: require Ethics
  • Saint Sophia: requires Compass, reduced cost
  • Shwedagon Paya: current gold rate increases great people birth rate
  • Prambanan: +1 production on islands
  • Hagia Sophia: +1 gold per city with state religion
  • La Mezquita: requires Education
  • Machu Picchu: requires Potatoes

CIVICS
  • Republic: removed additional specialist slots
  • Citizenship: Spies can bribe barbarian units

NEW TERRAIN
  • Arctic Coast: 2 commerce, +10% defense
  • Atoll: 2 food, 1 commerce, +100% improvement construction time
  • Lagoon: 1 food 2 commerce, 2 movement cost, +50% defense, +50% improvement construction time
  • Moorland: 1 food, +1 commerce next to river
  • Salt Flat: 1 production, 1 commerce, 2 movement cost, +25% improvement construction time, cannot build cities
  • Salt Lake: 2 commerce
  • Savanna: 1 food, +1 commerce next to river
  • Semidesert: 1 production, +1 commerce next to river, +25% improvement construction time, cannot build cities unless coastal or riverside
  • Steppe: 1 production, +1 food next to river, +25% improvement construction time, cannot build cities unless coastal or riverside

TERRAIN
  • Impassable terrain: Ice, Tundra, and Desert are impassable by default unless allowed by a specific unit ability, covering the tile with culture, or for Settlers that can found on the tile

NEW FEATURES
  • Savanna: +1 food
  • Taiga: -1 food, +1 production, 2 movement cost, +0.5 health, +50% defense

FEATURES
  • Flood Plains: -1 production, no commerce from being adjacent to riverside
  • Marsh: -1 food, additional graphical varieties
  • Forest: additional graphical varieties

NEW RESOURCES:
  • Potatoes: +1 food, +2 food with Farm (Agriculture), +1 health for two cities, +1 happiness with Distillery
  • Millet: +1 food, +2 food with Farm (Agriculture), +1 health for one city, +1 health with Grain Silo
  • Amber: +1 commerce, +3 commerce with Mine or Harvest Boats (Mining), +1 happiness for three cities, +1 happiness with Jeweller, obsoletes with Synthetics
  • Obsidian: +1 production, +2 commerce with Mine (Mining), alternative requirement for Spearman, Light Swordsman, and some unique units
  • Rare Earths: +1 commerce, revealed by Metallurgy, +3 with Mine (Electronics), required for Supercomputer, Solar Plant, Fiber Network, Automated Factory, accelerated production Skytree, Oriental Pearl Tower, Large Hadron Collider, ITER, The Internet, Great Firewall, Mars Hydroponics, Mars Control Center, consumed by Computer Industry
  • Citrus: +1 food, +3 food with Orchard (Pottery), +1 health for two cities, +1 health with Grocer, has citrus and orange varieties
  • Dates: +1 food, +2 food with Orchard (Pottery), +1 health for two cities, +1 health with Grocer
  • Olives: +1 food, +3 food with Orchard (Pottery), +1 health for two cities, +1 health with Grocer
  • Cocoa: +1 food, +1 food +1 commerce with Plantation (Calendar), +1 happiness for three cities, +1 happiness with Coffee House, consumed by Trading Company
  • Opium: +1 commerce, +2 commerce with Plantation (Medicine), +1 happiness for three cities, +1 health with Pharmacy, consumed by Silk Route
  • Rubber: +1 production, +2 production with Plantation (Construction), +10% production with Industrial Park
  • Jade: +1 commerce, -1 production +3 commerce with Quarry (Masonry), +1 happiness for three cities, +1 happiness with Jeweller, obsoletes with Synthetics
  • Salt: +1 commerce, +1 food -1 production +2 commerce with Quarry (Masonry), +1 health for three cities, +1 health with Granary

RESOURCES
  • Livestock resources no longer require Refrigeration to be traded
  • Dye: has indigo, henna, cochineal, and murex (water) varieties
  • Cow: has brown and Holstein varieties
  • Crab: has crab and shrimps varieties
  • Gems: has gems, diamond, emerald, sapphire, ruby, and turquoise varieties
  • Ivory: has Asian and African varieties
  • Pig: has pink and furry varieties
  • Sheep: has white, black, and Llama varieties
  • Spices: has pepper, cinnamon, nutmeg, saffron, and vanilla varieties

NEW IMPROVEMENTS
  • Harvest Boats: connects Amber and Dye on Water

IMPROVEMENTS
  • Lumbermill: requires flatlands
  • Windmill: +1 commerce on coast
  • Plantation: reduce commerce provided for some resources
  • Forts on unowned tiles are passable to sea units
  • Plantations and Orchards on Jungle are enabled with Crop Rotation
  • Incense, Tobacco are connected after discovering Priesthood
  • Tea is connected after discovering Aesthetics

CORPORATIONS
  • Increased global corporation limits

PROMOTIONS
  • Heavy Cavalry units have access to City Raider II and City Raider III
  • Desert Adaptation also applies for Semidesert
  • Added Steppe Adaptation promotions for some units to provide double movement on Steppe

GAME RULES
  • Capital flip on spawn immediately expands culture
  • Civilian and naval units can enter independent territory
  • Flipped capitals do not receive free garrisons
  • No restrictions on withdrawal, collateral attack, bombardment from cargo for Amphibious units
  • Limited the vision range of land units into sea tiles
  • Limited amount of territory revealed on spawn if map trading is not yet available
  • Increased limit of concurrent major civilizations to 36
  • Expansion area is determined by war map values instead of a dedicated expansion map

STABILITY
  • Capital city grants non-scaling additional stability limit

INTERFACE
  • Production modifiers not displayed in production tooltip while converting production to commerce
  • Income indicator is green if income is positive, yellow if income is negative but sufficient to fund the completion of the currently researched technology, orange if negative but less than the remaining treasury, and red otherwise
  • Autoplay progress bar has the colour of the current civilization
  • Camera is centered at the spawn location during autoplay
  • World builder overlay displays the current tile's city name

HISTORICAL IMMERSION
  • Removed scripted Tamil conquerors
  • Expansion stability scales differently for some civilizations

BALANCE
  • The AI receives free improvements and roads when gaining cultural control over one tile islands with resources
  • The AI receives a free worker when founding an overseas colony
  • Independents only pay halved unit upkeep instead of none
  • The AI receives a free transport ship after building a settler in a coastal city if the destination city site is also coastal

ARTIFICIAL INTELLIGENCE
  • Improved impact of AI building preferences on Great Engineer actions
  • Improved AI handling of transport ships to ferry settlers, especially in cases where an alternative but slower land route exists
  • AI is less intimidated out of building settlers by being at war with independents

IMPLEMENTATION
  • Settler, war, religion, and city name maps are accessed as CSV files and edited as ODS files for ease of editing

PERFORMANCE
  • Optimized memory consumption for plot data
 
Hooray! I know how I'm going to spend my weekend! 🥳
 
This is awesome! I have a piano lesson tomorrow that I am nowhere near prepared for. Oh, well, I've prepared for all of the other ones this year. Hope my teacher is understanding :)
 
A little confused. I deleted and reinstalled. I went and loaded the mod and clicked play now and the map looks different but it is the same size, civilizations and leaders. If I go to play a scenario then quick save it shows me some of the new civilizations but no option for which year to start. When I launched the game I get a series of error messages and then a you have been defeated screen.
 
A little confused. I deleted and reinstalled. I went and loaded the mod and clicked play now and the map looks different but it is the same size, civilizations and leaders. If I go to play a scenario then quick save it shows me some of the new civilizations but no option for which year to start. When I launched the game I get a series of error messages and then a you have been defeated screen.
I've got a similar issue. I Zip Downloaded the develop branch and loaded into the map and everyone spawned in strange positions of where they were supposed to. I checked my folders and they are missing maps for the new civs and the new resources are missing. It's been years since I used Git but the files on the git develop branch are missing the same ones (i.e. new map, Civ territory png). It could be an permission thing, the map branch was locked before, or very likely I'm not using Git correctly.
 
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I'm not sure if this is a bug, but should the Celts really have an empire this developed at Rome's spawn? They've only been around a few turns. Also, barbs conquered Athens and Magna Graecia is now just Graecia in general. I've run a few regent difficulty/epic length Rome start a few times now and this situation seems common.
 

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I'm not sure if this is a bug, but should the Celts really have an empire this developed at Rome's spawn? They've only been around a few turns. Also, barbs conquered Athens and Magna Graecia is now just Graecia in general. I've run a few regent difficulty/epic length Rome start a few times now and this situation seems common.
I'm not sure, but as an Irishman, I love to see it.

So far, I'm really loving the new map, halfway through a Celts game. I conquered some Carthaginian city in Spain (which autorazed for having 1 pop) and Athens (which I kept). I also added in the Cape art that I had mentioned in that other thread a couple of weeks ago and I think it looks great (Screenshot attached).

One thing I noticed is that Assyria doesn't have diplomusic, I suggest using this audio file (which was the early Middle East peace diplomusic in Civ 3)


Overall, I think the map is great, nicely done Leoreth, Bautos42, and everyone else who contributed to the map.
 

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I noticed some issues with city naming. For example, Egypt's first city is called Akhetaten. Also in the 1700 AD scenario Ottoman cities have either their ancient names or their Greek ones.
 
I noticed some issues with city naming. For example, Egypt's first city is called Akhetaten. Also in the 1700 AD scenario Ottoman cities have either their ancient names or their Greek ones.

Please be aware that development is not yet complete and do not report issues for parts of the mod that I had no time to work on yet. That includes for example city names, great people names, dawn of man texts, civilopedia texts, and similar flavour content. You can find details on what I have yet to work on in the "Updated Plans for DoC 1.18" thread.
 
How do you update to the 1.18 development branch?
Simply get the latest develop branch, there is no difference to before.
>
STABILITY
  • Capital city grants non-scaling additional stability limit
Can you explain what this means?
Every city in the core adds to the expansion stability limit, and then that limit scales with the game era. The change here is that the capital additionally adds to the limit, but that addition does not scale with the game era. In effect it means that there is a bit more room before you get negative expansion strategy, but that effect becomes negligible with large cores and after the classical era.
I'm not sure if this is a bug, but should the Celts really have an empire this developed at Rome's spawn? They've only been around a few turns. Also, barbs conquered Athens and Magna Graecia is now just Graecia in general. I've run a few regent difficulty/epic length Rome start a few times now and this situation seems common.
You're right, something happened here. This was not my experience when balancing the ancient era but that has been a while ago, because I did that part first. It seems some other change has impacted the Celtic performance somehow, I will investigate.
 
A downloadable installer will only become available when the 1.18 release is created, i.e. when work is completed. In the meantime, as usual, it is only accessible via git.
 
You're right, something happened here. This was not my experience when balancing the ancient era but that has been a while ago, because I did that part first. It seems some other change has impacted the Celtic performance somehow, I will investigate.
Should be fixed with the recent update - I think it was a side effect of the merge with the develop branch that I missed.
 
When you say getting it is the same as before, not sure what you mean. I uninstalled then reinstalled the mod but not seeing how to get the development branch for 1.18. Excited to spend the weekend playing this just gotta figure out how to get it working first lol.
 
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