Legendary Earth Mod (LEM)

Another thing, regarding the absence of barbarian spawns on the map. It's a silly bug and it is quite possible to fix it.
The issue appears to be that barbarians are hardcoded to being team 22, so if any other entity is assigned as team 22, no barbarians. It's rather fiddly, but i've manually reassigned team numbers on the maps to free team 22 up and now barbarians spawn like they're suposed to.

Also, i dont seem to be getting the special promotion from sight seeing near Kilimanjaro. Is this intentional or a bug?
 
Hooray, i love this mod. good to see it back in BNW.

Just a small thing, on page 1 it says that poland is in version 1, however ingame its in version 2.
 
Just a small thing, on page 1 it says that poland is in version 1, however ingame its in version 2.

to help clarify (because I think there are a few errors in the 1st post), here's a side-by-side comparison (based on the v6 maps in worldbuilder)

v6.1 v6.2
Arabia Arabia
China China
Egypt Egypt
Ethiopia Ethiopia
Huns Huns
England England
India India
Japan Japan
Mongolia Mongolia
Russia Russia
Persia Persia
Songhai Songhai
Sweden Sweden
Zulu Zulu
Portugal Spain Carthage Morrocco France Netherlands Venice Austria Germany Poland Byzantium Ottomans Siam Indonesia

hope that helps!
 
Another thing, regarding the absence of barbarian spawns on the map. It's a silly bug and it is quite possible to fix it.
The issue appears to be that barbarians are hardcoded to being team 22, so if any other entity is assigned as team 22, no barbarians. It's rather fiddly, but i've manually reassigned team numbers on the maps to free team 22 up and now barbarians spawn like they're suposed to.

Also, i dont seem to be getting the special promotion from sight seeing near Kilimanjaro. Is this intentional or a bug?

Thanks for the tip about the barbarians, I will work on getting that fixed up for the next update. And to answer your question about Kilimanjaro, yes it is intentional that the free promotion is removed; can you imagine Shaka having unlimited access to that free promotion every game?
 
I loaded Civ V today and saw there was an update for Legendary Earth so I hit the update button. Then it wouldn't let me load because I'm missing a dependency, which would be Brave New World. I don't have any intention of buying that expansion, so how can I revert back to v5 so I can continue playing?
 
I loaded Civ V today and saw there was an update for Legendary Earth so I hit the update button. Then it wouldn't let me load because I'm missing a dependency, which would be Brave New World. I don't have any intention of buying that expansion, so how can I revert back to v5 so I can continue playing?

Version 5 no long exists.

Your only option would be to attempt to use the Windows restore previous version function to bring back the Legendary Earth Mod folder prior to the update. If that works, you'd just have to make sure to tell your game never to update the mod.

Alternatively, I recommend reconsidering your decision not to purchase Brave New World, its a great expansion and its certainly done wonders for the playability of this mod. :)
 
I restored back to a previous version and it works! I may eventually buy BNW, but it's not in the cards right now and I was pretty ticked off that this LEM version wasn't backwards-compatible. It's all good now, though. :)
 
Ah, so it's intended that I can't have super Zulus... I actually quit my Shaka game out of disappointment that I couldn't have that op promo. :p

This is a great map and I've played many games on it, but I have a few suggestions for improvement. Firstly the size of oceans could be toned down a bit. I mean the Pacific mostly (as it's easiest). If you play on Standard speed, your ships have a hard time getting around in a timely fashion. Maybe you could smash Alaska and Siberia a little bit and shrink the Pacific? After all only a bit of realism is lost with that change, and the gameplay benefit is obvious.

There could be a little less luxuries and strategics on the map. Right now trading is a bit redudant after a while. Also either every civ should have Salt in the beginning or none should have it... It is a completely broken resource in that it gives both early food and production. As it is many civs already have it so maybe give it to the few who do not.

Consider lessening the amount of rivers and mountain chokepoints on the map. Not only does it make slaughtering the AIs a thing of total ease on the defense, it also makes some invasions quite impossible until a good tech lead / Artillery. Attacking Persia from the west, for example, is a losing proposition with anything but Camel Archers and even that might be tricky. Similarly if you're Japan and aim to take Beijing, I hope you teched to Arties because those damn commies are dug in like field rats. :lol:

Lastly I hope that you'll reconsider your decision to place only CSs in the Americas, or make another version of the map with the civs put back there. The reason is that I like the occasional challenge of a runaway Aztec or America, and more importantly that the AI is still basically inept at overseas colonization and it gives you a great advantage if you beeline for Astronomy as a coastal civ and begin to colonize.

Can't think of any other criticisms... This is a great map in that it's not too humongous in size yet it still retains a good amount of realism in the shapes of the continents. And Europe is just big enough (although just barely). :goodjob:
 
Ah, so it's intended that I can't have super Zulus... I actually quit my Shaka game out of disappointment that I couldn't have that op promo. :p

This is a great map and I've played many games on it, but I have a few suggestions for improvement. Firstly the size of oceans could be toned down a bit. I mean the Pacific mostly (as it's easiest). If you play on Standard speed, your ships have a hard time getting around in a timely fashion. Maybe you could smash Alaska and Siberia a little bit and shrink the Pacific? After all only a bit of realism is lost with that change, and the gameplay benefit is obvious.

There could be a little less luxuries and strategics on the map. Right now trading is a bit redudant after a while. Also either every civ should have Salt in the beginning or none should have it... It is a completely broken resource in that it gives both early food and production. As it is many civs already have it so maybe give it to the few who do not.

Consider lessening the amount of rivers and mountain chokepoints on the map. Not only does it make slaughtering the AIs a thing of total ease on the defense, it also makes some invasions quite impossible until a good tech lead / Artillery. Attacking Persia from the west, for example, is a losing proposition with anything but Camel Archers and even that might be tricky. Similarly if you're Japan and aim to take Beijing, I hope you teched to Arties because those damn commies are dug in like field rats. :lol:

Lastly I hope that you'll reconsider your decision to place only CSs in the Americas, or make another version of the map with the civs put back there. The reason is that I like the occasional challenge of a runaway Aztec or America, and more importantly that the AI is still basically inept at overseas colonization and it gives you a great advantage if you beeline for Astronomy as a coastal civ and begin to colonize.

Can't think of any other criticisms... This is a great map in that it's not too humongous in size yet it still retains a good amount of realism in the shapes of the continents. And Europe is just big enough (although just barely). :goodjob:

Thanks for the great commentary!

Changing the major landmasses at this point would be a Herculean effort, to the point that I would be better off starting from scratch then trying to manipulate such a large portion of the map. For now, they'll stay as is though I do understand your concern about getting around the map with ships. It helps to play as England with the Great Lighthouse. :p

As to resources, that's something I've actually wanted to switch up for the next release. I want to tone down the availability of luxury resources and focus more on making luxuries regional to encourage trade and colonization. I'm also considering including Barathor's "More Luxuries" mod component which adds in Coffee, Tea, Cocoa and Tobacco which would certainly aid in diversifying the resource pool and making regional luxuries more viable.

Finally, I'm still waffling on the issue of including a version with "New World" civs...assuming I included all of them (America, Iroquois, Shoshone, Aztec, Maya, Brazil and the Inca) that would leave only 14 civs for the Old World, which just seems hard to balance, but I may give it a shot.
 
Do it do it do it!

The only problem I foresee is Brazil becoming an absolute behemoth in the late game with their UB and all the jungle tiles.

Maybe make two versions with different sets of New World Civs so you don't feel compelled to include all 7 NW in one map?
 
Loving this map! It definitely feels very balanced, I've played on a couple of other world maps where certain starting positions are clearly superior to others, but all of the capital starts look relatively strong.

Playing as England, in the Industrial Era and attempting a Diplo victory. Only on Prince, I wanted to get used to playing with 22 civs so went for a pretty mild difficulty. I managed to get some really early wonderspamming in. In London I managed to get Stonehenge, Great Library, ToA, Pyramids, Great Lighthouse, Hanging Gardens, Oracle and Colossus (as well as the Parthenon in my second city) all within about the first 100 turns. It set me up for a great start where I got a great pantheon (God of the Sea) and the first religion, gained a significant science lead and I've become culturally influential with quite a few AIs despite not directly trying to go cultural. Will definitely try this map again after I've finished with another civ, probably on a higher difficulty.

Edit: Won the game on about turn 270, although ended up winning culturally rather than through diplomacy as I'd intended. Didn't manage to make it to the United Nations, but I had a monopoly on most of the city states and the Forbidden Palace. Couldn't get my World Religion through (every civ voted against it each time, even though most of them were completely Protestant :s ) so eventually gave up on that and decided to go for policies to boost culture output (by the end I was getting a policy every 5 turns or so, it was ridiculous!). Took out Carthage and Japan (both were being very annoying), and was winning a naval war against the Zulu at the time of my victory. Really enjoyable game, will be upping the difficulty for my next run but haven't decided on a civ to try out. Almost tempted to go England again but on Emperor, otherwise I'll try a different civ on King.

I definitely agree with the suggestions to alter the luxuries and perhaps add a few more in. In my game, no-one settled anywhere in the Americas or on Australia. There isn't really much point at the moment, because there aren't any real incentives to do so in terms of luxuries (despite land being very competitive on Europe/Asia/Africa). The British Isles for example have access to Copper, Silver, Salt, Whales, Crab, Marble and Truffles. Whilst it's really nice to have good access to luxuries, it means that there isn't much room for trading. I think the quantity of luxury tiles is good, but perhaps the variety could be reduced (i.e. England could lose it's access to Silver in exchange for more Copper or Salt, whilst other civs could have the reverse (more Silver, less Copper). A few of the normal luxuries could be made exclusive to the Americas and/or Australia too to make them highly valuable settling locations. I personally like the idea of keeping the Americas to city states, as long as there's actually incentive to settle there.
 
Just an update on what I'm doing, I've slowed down my progress because I intend to wait for the Fall patch before I release a new version because who knows what goodies will be in store! :)

I'm working on adding more religions to the game so that nearly every civ in each version will have a unique religion to pick. No more Buddhism being founded in Marrakesh or Confucianism in Vienna. On v.1 three civs will favor Catholicism and two Eastern Orthodoxy, while one v.2 two civs will favor Sunni Islam and two civs will favor Eastern Orthodoxy; that's the only overlap thus far.

As to luxuries, I'm getting ready to revamp them completely. I will be adding in Cocoa, Tea, Coffee and Tobacco to really allow for some regional diversity. In addition, I went through and divided the world in 17 loose regions and then decided which luxuries will be available in each region. For the most part, 6 seems to be the most amount of luxury resources you'll find in a region, though some regions of Asia are pushing 7 and 8 which does seem historically accurate. I'm hoping this will encourage trade and colonization as well as more incentive to conquer.

I can't wait to get these changes implemented and see how they effect gameplay. Also can't wait for that Fall patch. :D
 
I think some core changes stuck and stayed in through regular games. =(


Is this normal? I had civs offering RAs way before education took place. also, they were considerably cheaper - 250-300g per.

It also appeared as if CS friend/ally costs were cheaper.

is this normal?
 
Here's what my added religions mean in terms of realism:

njxd.jpg


Much less immersion breaking. :D
 
No update?

I've had a lot on my plate over the last month...girlfriend and I of 6.5 years broke up, had to move to new a place, worked 40 hours of overtime, etc. I'm still trying to get a feel for the changes in the latest Fall patch (especially to Germany and Japan) and will try and update the map soon.
 
one of the worst maps ive ever encountered, im playing as china and each time i restart the game to end up in the proper spot for my civ, i always get alaska, scandinavia, east coast US, middle east, india, south america and south africa.
i wont even tick "load scenario" because YOU FORGOT TO ENABLE QUICK MOVEMENT
 
Another thing, regarding the absence of barbarian spawns on the map. It's a silly bug and it is quite possible to fix it.
The issue appears to be that barbarians are hardcoded to being team 22, so if any other entity is assigned as team 22, no barbarians. It's rather fiddly, but i've manually reassigned team numbers on the maps to free team 22 up and now barbarians spawn like they're suposed to.

Also, i dont seem to be getting the special promotion from sight seeing near Kilimanjaro. Is this intentional or a bug?

Hi.

How is this done Pyromanen? Could you tell me, since I think barbs is needed on this otherwise BRILLIANT map.

:thanx: Thanks to the Jedi for all the splendid Work. Hope he's recovering well after the gf-breakup.
 
To manually set the team numbers, you have to open the map in the world builder thing, go to the scenario editor and find the list of civs.
Then you go through that list and change the numbers one by one untill they fit, making sure team 22 isnt occupied.
Be aware that it might start changing team numbers for civs you've already been past, if numbers start overlapping with other civs elsewhere in the list, so you might have to make a few passes to make it all work.

Hope that's clear enough, good luck.
 
To manually set the team numbers, you have to open the map in the world builder thing, go to the scenario editor and find the list of civs.
Then you go through that list and change the numbers one by one untill they fit, making sure team 22 isnt occupied.
Be aware that it might start changing team numbers for civs you've already been past, if numbers start overlapping with other civs elsewhere in the list, so you might have to make a few passes to make it all work.

Hope that's clear enough, good luck.

Thanks man. I'll give it a shot later today.
 
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