Larger Maps

JNR13

Prince
Joined
Oct 23, 2016
Messages
484
Enables Large and Huge map sizes. They are already in the game, just hidden from view in the game setup right now.
I also adjusted the player count to 10 for these map sizes. More would crash the game unless you manually assign duplicate civs at setup.

This is just a file overwrite of some base game files, not a proper mod structure. So use this at your own risk and make backups!

Place the contents of the zip file in your game's installation folder, normally found in: ...\Steam\steamapps\common\Sid Meier's Civilization VII

Map sizes are the same as in Civ VI, but a bit of extra width seems to be added for the ocean separating the "distant lands".
 

Attachments

Oh wow! This is amazing, thank you so much

EDIT: It works!
HugeMapSelected.png
 
Last edited:
Map sizes (in terms of GridWidth and GridHeight, not yet sure if that exactly corresponds to in-game tiles in VII):

Tiny: 60 * 38 = 2280 tiles
Small: 74 * 46 = 3404 tiles
Standard: 84 * 54 = 4536 tiles
Large: 96 * 60 = 5760 tiles
Huge: 106 * 66 = 6996 tiles

Interesting that each increase adds in the ballpark of 1200 more tiles, rather than an exponential increase as some prior iterations have featured.

Of course, some of the calculations that are done may scale exponentially or otherwise more than linearly, so while Huge may have 54% tiles than Standard, it could cause turns to take considerably more than 54% more time.
 
Map sizes (in terms of GridWidth and GridHeight, not yet sure if that exactly corresponds to in-game tiles in VII):

Tiny: 60 * 38 = 2280 tiles
Small: 74 * 46 = 3404 tiles
Standard: 84 * 54 = 4536 tiles
Large: 96 * 60 = 5760 tiles
Huge: 106 * 66 = 6996 tiles

Interesting that each increase adds in the ballpark of 1200 more tiles, rather than an exponential increase as some prior iterations have featured.

Of course, some of the calculations that are done may scale exponentially or otherwise more than linearly, so while Huge may have 54% tiles than Standard, it could cause turns to take considerably more than 54% more time.
Those are the exact same numbers as in Civ VI, btw. Ingame, the maps are a bit wider due to the ocean gaps between old and new world, but the heights are exact.
 
I've played it and it works, only thing I've had an issue with it Transition Ages in MP. We get booted back to lobby and it never transitions, single player seems to work good however.
 
Can I just ask if you noticed anything else hidden from view in the game settings?

It's just I've noticed things like turn limits / max turn settings and even text about limiting the game to a single age. Does this mean it is already in the game and just needs to be unhidden?

Example of what I found (in SetupParameters.xml file),

<Row ParameterID="TurnLimit" Name="LOC_LIMIT_TURNS_NAME" Description="LOC_LIMIT_TURNS_DESCRIPTION" Domain="StandardTurnLimits" Hash="1" DefaultValue="TURNLIMIT_NONE" ConfigurationGroup="Game" ConfigurationKey="TurnLimitType" GroupId="AdvancedOptions" SortIndex="2000" Hidden="1"/>

<Row ParameterID="MaxTurns" Name="LOC_MAX_TURNS_NAME" Description="LOC_MAX_TURNS_DESCRIPTION" Domain="uint" Hash="0" DefaultValue="500" ConfigurationGroup="Game" ConfigurationKey="MaxTurns" GroupId="AdvancedOptions" SortIndex="2001"/>
 
It didn't work well for me. Yes, I had a huge map, but I was in the New World continent so I couldn't use half the resource. It killed it for me. Maybe that's why they haven't included it yet.
Works when I remove 2 players
 
Last edited:
Super awesome configs thanks! I am running into a soft lock though. I was told to found a religion and when i go to choose a New Belief, there are only 8 options and they are all taken. I cant get past this screen to continue the game. Am I just dumb and missing something, or does it soft lock if you found a religion too slow?
 
Super awesome configs thanks! I am running into a soft lock though. I was told to found a religion and when i go to choose a New Belief, there are only 8 options and they are all taken. I cant get past this screen to continue the game. Am I just dumb and missing something, or does it soft lock if you found a religion too slow?
It’s quite possibly a bug (though I haven’t tried this mod), I had to disable Gedemon’s map mod because of various issues with larger maps or with a modified map script on standard size. (Issues I’ve had were not being able to meet properly leaders, and inability to place new urban districts.)
 
It’s quite possibly a bug (though I haven’t tried this mod), I had to disable Gedemon’s map mod because of various issues with larger maps or with a modified map script on standard size. (Issues I’ve had were not being able to meet properly leaders, and inability to place new urban districts.)
should have been fixed with the latest version, it was a bug related to distant land being tagged on the homeland position too, causing issues with diplo and resources.

unrelated to size, even if it was more frequent on larger sizes.

you'll need other fixes for more than 8 players
 
Enables Large and Huge map sizes. They are already in the game, just hidden from view in the game setup right now.
I also adjusted the player count to 10 for these map sizes. More would crash the game unless you manually assign duplicate civs at setup.

This is just a file overwrite of some base game files, not a proper mod structure. So use this at your own risk and make backups!

Place the contents of the zip file in your game's installation folder, normally found in: ...\Steam\steamapps\common\Sid Meier's Civilization VII

Map sizes are the same as in Civ VI, but a bit of extra width seems to be added for the ocean separating the "distant lands".
Hello! The extracted file from the zip is called "base" should I substitute this "base" folder for the one that is in the CIV VII game folder? There is no "mods" folder I tryied to create one called "mods" and add inside the file but nothing appears after that in the mods section of the game. Just need some help I know that is easy to add a mod usually but this time is not working for me. In the game folder there is only "base" folder and "DLC" folder. I do not understand why there is no big and huge maps in the base game, it makes no sense... Thanks to everyone!
 
Incidentally, on the "large" map size I was able to grab enough artifacts almost immediately to fill out the entire cultural victory path by turn 34 (standard speed) on immortal difficulty. Enough were available after Natural History, no need to wait for Hegemony. I then instantly won the game by using the Mughal's ability to buy the World's Fair. Felt a bit like cheating!

Other than that the overwrite worked great except my game crashed after it ended (doesn't reproduce on loading the game, and still got meta-progression rewards so no biggie. Might not even be related to the overwrite).
 
@JNR13 do you plan to release it as a mod at some point ?
 
No, I think YNAMP covers this sufficiently. I'll edit the post to refer to it instead.
 
Thanks for this!

I have a question surrounding this line and others like it:

Description="LOC_MAPSIZE_LARGE_DESCRIPTION" DefaultPlayers="10" PlayersLandmass1="5" PlayersLandmass2="3"

How does the game decide to place to the 2 additional Civs you have added to max players (8>10) when there is no qualifier on what landmass to place them?
 
Back
Top Bottom