Map type with less forests?

Imuratep

Cultist of the Old Ones
Joined
Sep 4, 2008
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Germany
Yesterday me and my friends tried a multiplayer game with 3 human players and 15 enemies and for hours we did nothing, but restarting the game because 2 players had a starting position you could play and one player had an unplayable position especially because of the vast amounts of forests, which you can't get rid of in the early game, or sea and sea ressources, which the map generator counts to the number of food ressources you get, though they are quite useless unless you start with exploration or searfaring. The best positions are those with one or two food ressource and else around you only forest. How should you ever get commerce in these areas? And if you have to wander around about 4-5 turns to be able to find a city which is quite playable it begins to become a real disadvantage. I guess the map types are adepted to the tech costs of vanilla civ where you can easily remove forests and many forests near you are more an advantage than a disadvantage. But in FFH you are glad about every free tile on a river, where you can build some cottage. If you play with two players after about 2-3 games usually all players have positions you can accept, but with four players it seems nearly impossible. For 4 hours we did nothing but restarting. So my question is, if someone has an idea what I could do or could recommend me a map type with less forests.
 
Try greath plains. That should reduce the number of those pesky forests. ;)

Or just start at classical era techwise. I belive everyone starts with bronze working there. :)
 
If you can't find a map type you like you could house rule that noone is allowed to settle the first 3-4 turns. Would give anyone in a bad position some time to find a better one with only AIs getting a head start.
 
The problem is some starting area normalization that occurs after the map was generated and the starting plots were distributed. Besides other things it adds a lot of forest in a certain radius around all starting positions. You can switch this off via Python in the map script code itself, if you know how.

Drawback1: Everybody has to use the same modified map script in MP.
Drawback2: This won't help you with Cephalos great maps (Perfect World, Erebus/Creation), because they are very forest heavy without even using the civ4 build in normalization. You get the 3x3 tree cut there by default, though.
 
try using the full of resources map script (by sto), it has an option to adjust the amount of forests and jungles on a map (and basically every single other variable you can imagine).

here it is: link
 
Thanks a lot guys. The next time my buddies and me will play together, we will hopefully play a little bit more than reloading the map thanks to your help :)
 
Play Erebus maps, any jungles and forests are removed from the intial 3x3 plots surrounding where your starting settler spawns.

does this happen with elven civs as well ?
 
I noticed as well that since going to BtS I get flooded with forests. It is actually the main reason that I went back to vanilla FfH. I would literally get starting spots with all but 2 squares of the fat cross as forests. I figured that BtS for some reason got rid of giving you "good" starting spots.
 
I don't remeber getting all forest myself, but i once saw the Amurites with all but 2 forest tiles, and those two tiles were ocean. It was turn 300, and the Amurites had 1 adept, one scout, one warrior and one galley. They didn't even build a worker!
 
yeah, the AI has a problem with that. I think that either forest/jungle cutting should be moved to a lesser tech ( mining or something ) , or the AI should take a look at its surroundings and if they have lots of unimprovable forest tiles, they should try to get bronze working ASAP. or go FoL :D
 
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