Larger Worlds (Abandonded)

Larger Worlds (Abandonded) 2.31

Thanks for responding Seven05! I tried to look at the resource generation XML, and I did some tests, but all I could really find is that resource generation scales with map size and that no two continents ever appear to share the same luxuries. As for plate value, that's really interesting. I wonder why the smaller map sizes have lower values. Anyway, keep us posted if you figure out the resource thing, it really prevents me from playing the Huge map :(

Edit: I see in the latest version you've removed alterations to plate value and continent number, so I can go back to playing Huge. I really hope we are able to figure out resource generation better soon for the sake of larger maps, so we can have more continents per map and not necessarily have each continent forced to have separate luxuries, etc.
 
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Man you did a fantastic job on this map pack, I am using yours with Yet another Map pack or whatever it is called. I'm playing on Enormous with small continents and I couldn't be happier, except I can't play with anything else but small continents. :lol: I love the tsl earth maps a lot but playing them you pretty much know where things are. :)

One thing I am noticing, true not many small islands exist in the world, however, it seems they are all getting generated with a lot of junk sand, need more oasis in there or something. I found a few land masses almost entirely made up of sand, only a few resources that didn't provide enough sand.

(Someone making a control N for new map same settings? OMG it is no fun when you get a horrible spot 6x in a row setting up the menu of choices :cringe:)

Keep up the great work, it seems to be a fantastic start to the modding of Civ 6 ramps up. Where are those pesky SDK tools? :D
 
One thing I am noticing, true not many small islands exist in the world, however, it seems they are all getting generated with a lot of junk sand, need more oasis in there or something. I found a few land masses almost entirely made up of sand, only a few resources that didn't provide enough sand.
I noticed this also. So I increased the amount of Lakes and Rivers the maps generate. It helps a little. Extract THIS into the mods folder(overwrite when prompted), it updates the modinfo to import the Lua included.
 
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Edit: I see in the latest version you've removed alterations to plate value and continent number, so I can go back to playing Huge. I really hope we are able to figure out resource generation better soon for the sake of larger maps, so we can have more continents per map and not necessarily have each continent forced to have separate luxuries, etc.
Yeah sorry, I forgot to point that out :)

I've mainly been working on trying to eliminate the last few odd results with starting plots so I can move on with more map types. I may also revert large and huge back to the default sizes and just add some bigger sizes, originally I was just going to make everything match the Civ 5 sizes but in the end I just increased large and huge, in hindsight that doesn't seem like the best option.

Man you did a fantastic job on this map pack, I am using yours with Yet another Map pack or whatever it is called. I'm playing on Enormous with small continents and I couldn't be happier, except I can't play with anything else but small continents. :lol: I love the tsl earth maps a lot but playing them you pretty much know where things are. :)

One thing I am noticing, true not many small islands exist in the world, however, it seems they are all getting generated with a lot of junk sand, need more oasis in there or something. I found a few land masses almost entirely made up of sand, only a few resources that didn't provide enough sand.

(Someone making a control N for new map same settings? OMG it is no fun when you get a horrible spot 6x in a row setting up the menu of choices :cringe:)

Keep up the great work, it seems to be a fantastic start to the modding of Civ 6 ramps up. Where are those pesky SDK tools? :D
Thank you!

I'll have to tackle terrain and feature generation at some point. I really dislike the big bands we get with jungles and the overly random nature of deserts. I've avoided island maps since the AI doesn't do very well with them right now, I'll have to adjust the tectonics code to make the island chains it creates more interesting but that's pretty far down my to-do list.

There is a "restart" mod floating around here somewhere, last I looked it had some issues but it's been a week or so so they may be fixed. I really wish they would at least fix it to remember my last settings for the same reasons you pointed out.

I noticed this also. So I increased the amount of Lakes and Rivers the maps generate. It helps a little. Extract THIS into the mods folder(overwrite when prompted), it updates the modinfo to import the Lua included.
I'm going to shamelessly steal that from you! (with credit of course) :)

Although after taking a peek I may do it as manual overrides in specific map scripts, i have to play around a bit with those chances on different map types and sizes.
 
Seven05 updated Larger Worlds with a new update entry:

  • Includes "Adjusted Continents" from PoundedChicken
  • Includes additional river code from Horem
I've added in PoundedChicken's version of Continents.lua as a replacement for my version. I did alter the fertility settings on his map to work better with my changes to starting plots, otherwise it's all his. I did not include his change for reduced ice.

I've also added in parts of Horem's code for more rivers. I may need to adjust this for specific maps but it looks pretty good so far in testing with a few instances of insanely long rivers making fresh water a little too easy to get to. It does work very well on small continents though.
 
I have seen insanly long rivers too, but I like them, my last test game I had a river that spaned 22 tiles, with another river joining it 4 tiles from the sea that was 9 tiles long. It looked realy nice tbh, bit liek the Amazon. I only really tested my values on Small Continents, with 1 generation on Pangae just to see what difference the Lakes adjustment actualy did ingame, since on Small Continents space was at a premium for lakes to generate at any resonable amount.
 
Nice mod, especially regarding the distance to other civs! The only issue I seem to be having is that in a Pangea map I'm almost completely surrounded by city states that appear in the "gaps" between civs. I my latest standard map size game, I was in the middle of the continent and I was surrounded by 4 city states, only allowing settling in one direction.
 
Nice mod, especially regarding the distance to other civs! The only issue I seem to be having is that in a Pangea map I'm almost completely surrounded by city states that appear in the "gaps" between civs. I my latest standard map size game, I was in the middle of the continent and I was surrounded by 4 city states, only allowing settling in one direction.
I'm still trying to fix this. I'm running into a big problem though- if I increase the buffer range it can't place all of the minor civs.

By default the buffer between minor & major civs can be as low as 4 tiles, normally 5 tiles. But this buffer includes the city tile, so really this meant that the closest allowable distance would only put two empty tiles between a major civ and a minor civ. When I increased this to match the major civ buffer (1x5 times the default number of players, or 12 tiles on a standard map) I would normally only see a handful placed rather than the full number. So I figured the sweet spot would be to match the number of players as the buffer, or 8 tiles on a standard map, but even then it would run into times when it couldn't place them all.

Unfortunately I think this means I need to re-write the starting plot code since I just don't like the results it generates and they've moved a lot of the code into the dll compared to Civ 5 so it's taking some time to figure out what methods I have available to use. Ideally I can get something like the "plus" map scripts from Civ 5 but currently I don't know if I have the functionality to get those results. i definitely don't have any example code in Civ 6 to do things like limit starting positions by landmass size or the new world / old world starts from maps like the old terra scripts.

On the bright side, I have written a brute-force method to soften up polar land on Continent, Small Continent and Fractal maps and it does a really good job of creating salt water passages around continents. As an added bonus, it also has a tendency to create fresh water lakes in the tundra so that land no longer complete sucks :)
 
On the bright side, I have written a brute-force method to soften up polar land on Continent, Small Continent and Fractal maps and it does a really good job of creating salt water passages around continents. As an added bonus, it also has a tendency to create fresh water lakes in the tundra so that land no longer complete sucks :)

:salute:

Something I've noticed on inland sea maps is huge tundra areas that really suck, and some "invisible" rivers. Basically, there were rivers that you could see via tooltip and settle lenses, but the visual representation wasn't there. Probably a vanilla issue. Keep up the good work!
 
:salute:

Something I've noticed on inland sea maps is huge tundra areas that really suck, and some "invisible" rivers. Basically, there were rivers that you could see via tooltip and settle lenses, but the visual representation wasn't there. Probably a vanilla issue. Keep up the good work!

I can confirm this is a vanilla issue, happens almost all the time if I try the inland sea map, huge/large.

Only worry is if large map ends up consistently triggering it.

PS: Strategic view always shows the rivers.
 
Has anyone had issues with massive slowdowns during AI (specifically the barbarian turns I think) using the new Huge size? It seems to be pretty bad in multiplayer games. My friends and I have always enjoyed playing Epic speed/Huge size maps and found the vanilla maps to be too small, so we decided to download this mod and give it a try. We're going to try turning off barbarians when we try it later to see if that's the issue, but by T20 the barbarian/AI turns are taking 2+ minutes.
 
Has anyone had issues with massive slowdowns during AI (specifically the barbarian turns I think) using the new Huge size? It seems to be pretty bad in multiplayer games. My friends and I have always enjoyed playing Epic speed/Huge size maps and found the vanilla maps to be too small, so we decided to download this mod and give it a try. We're going to try turning off barbarians when we try it later to see if that's the issue, but by T20 the barbarian/AI turns are taking 2+ minutes.
I'm pretty sure the barbs are the culprit and turning them off will result in a substantial turn speed increase at the expense of substantial turn boredom :)

I do not directly scale the barbarians so the existing limits are untouched but if my memory is correct the number or allowable camps is based on the number of civs currently in the game. So with a bunch of civs you will have more camps but without more civs you may have more barbarians wandering around all of that open space and I think that may be where the biggest problem with turn times comes in.
 
Ok, opinion poll time! :)

I'm thinking about splitting the "size" changes from the "map script" changes now that more people are making custom version of the base scripts. So this mod would shrink down to only include new/modified world sizes and world size related scaling with the starting plots. Then I'll pull the modified map scripts (and river, mountain and cliff changes) out and put them in a separate mod.

Can anybody think of a reason to not change the mod like that?
 
Ok, opinion poll time! :)

I'm thinking about splitting the "size" changes from the "map script" changes now that more people are making custom version of the base scripts. So this mod would shrink down to only include new/modified world sizes and world size related scaling with the starting plots. Then I'll pull the modified map scripts (and river, mountain and cliff changes) out and put them in a separate mod.

Can anybody think of a reason to not change the mod like that?

I'm a big fan of the modular approach. Give people a list of tools that do a specific task and don't conflict, then let them decide the rest. Not everyone shares my vision of the game, but they might like this bit or that.
 
I don't need size changes or even larger map types, as I prefer rather faster matches on tiny maps. But I do long for better generation scripts like further starting positions between civs, naval navigation along poles, and better climate zones. In particular squeezing the Pangaea continent away from the poles more to the left and right would be great.
A separation to maps and generation-scripts would be fine by me.
 
So I've split the mod into two different mods but I need to test everything before I can upload the updates. The good news is that I've completely killed the horrible banding effect of jungles, tied rivers & lakes into the users rainfall selection, minimized the number of times rivers terminate in a lake rather than the ocean and a bunch of other adjustments which I think make for much better maps. I'm still trying to find an elegant fix for desert & plain percentages being based on the total number of map tiles rather than the total number of land tiles.
 
Sounds good, Seven. I hope you can still make the Pangaea maps easier to navigate around by either ice-breaking or squeezing to more width.
I've seen you posting in cephalo's PerfectWorld Civ5-topic. I hope the guy can still assist with better climate generation one day. I loved his maps!
 
Seven05 updated Larger Worlds with a new update entry:

Larger Worlds Split

This is a major update, the older version must be deleted to install this!
  • Map sizes returned to default
  • New "Massive" Map size (116x74)
  • New "Enormous" Map Size (128x80)
  • Modified map scripts removed
  • Modified map utility scripts removed
With version 2.0 forward this mod only included the larger map grid sizes and changes to the starting plot script to scale starting distanced by map size.

Read the rest of this update entry...

And... you can find the custom map scripts in my new "Detailed Worlds" mod since I've removed them from this one.
 
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Possible bug here, I deleted all my old mods from before the patch, downloaded new updated versions, verified game cache, etc. but with this new version(2.0 for larger and detailed), whenever I create an enormous map with 20 civs, the game starts with 10 civs(counting me.) The world rankins only show 10 civs, and using the "reveal all" confirms theres no civs around me for 20+ tiles, except city states.

Have about 8-9 mods total, and none of them affect world generator or map definitions.

Anyone else able to confirm this as my problem, or mod bug? I havent tried huge yet, just enormous. Would do more testing tonight, but im tired.
 
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