New Map Overview 1.17

Leoreth

Bofurin
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New terrain types:
  • Arctic Coast: 2 commerce (like coast but -1 food)
  • Atoll: 2 food 1 commerce, +100% improvement time (land tile representing Pacific atolls)
  • Lagoon: 1 food 2 commerce, costs 2 moves, +50% defense (land tile looking like water, representing e.g. the Venetian lagoon)
  • Moorland: 1 food, +1 commerce next to rivers (transition between grass and tundra to have less grassland in northern climates)
  • Salt Flats: 1 production 2 commerce, +1 commerce next to rivers, costs 2 moves, +25% improvement time (desert alternative for variety)
  • Salt Lake: 3 commerce (explicit terrain type representing salt lakes as opposed to freshwater lakes)
  • Savanna: 1 food, +1 commerce next to rivers (transitional terrain between plains and grassland, less fertile rainforests)
  • Semidesert: 1 production, +1 commerce next to rivers, founding cities requires river or coast (passable and slightly more productive desert alternative)
  • Steppe: 1 production, +1 food next to rivers, founding cities requires river or coast (less fertile than plains, benefits for light cavalry)
Terrain type changes:
  • Desert, Tundra, Ice: impassable unless made passable by feature, cultural control, or unit ability
New feature types:
  • Savanna: +1 food, needs to be removed for most improvements (make subtropical regions more fertile but less improvable)
  • Taiga: -1 food, +1 production, +50% defense, costs 2 moves, +0.5 health, can only be removed with late tech (block exploitation of most northern climate regions)
New feature varieties (graphical variations of the same feature):
  • Forest: snowy, mediterranean, bamboo
  • Marsh: swamp, reeds, jungle
  • Island: cold, mediterranean, desert
New resources:
  • Millet: +1 food +1 health (1 city), +2 food with Farm
  • Potato: +1 food +1 health (2 cities), +2 food with Farm
  • Obsidian: +1 production, +2 commerce with Mine (copper alternative for some early units)
  • Rare Earths: +1 commerce, +3 commerce with Mine, revealed with Metallurgy, enabled with Electronics (required by some lategame improvements and buildings)
  • Citrus: +1 food +1 health (2 cities), +3 food with Orchard
  • Dates: +1 food +1 health (2 cities), +3 food with Orchard
  • Olives: +1 food +1 health (2 cities), +3 food with Orchard
  • Cocoa: +1 food +1 happiness (3 cities), +1 food +2 commerce with Plantation
  • Opium: +1 commerce +1 happiness (3 cities), +3 commerce with Plantation
  • Rubber: +1 production, +2 production with Plantation (maybe required by some lategame buildings and units)
  • Jade: +1 commerce +1 happiness (3 cities), -1 production +3 commerce with Quarry
  • Salt: +1 commerce +1 health (3 cities), +1 food -1 production +2 commerce with Quarry
  • Amber: +1 commerce +1 happiness (3 cities), +3 commerce with Mine or Harvesting Boat
  • Dye: can also occur on water and be improved with Harvesting Boat
Resource varieties (instances of the same resource that are represented graphically differently on the map):
  • Crab: crab (default), shrimp
  • Dye: indigo (default), henna, murex, cochineal
  • Gems: gems (default), diamonds, rubies, emeralds, sapphires, turquoise
  • Citrus: lemons (default), oranges
  • Sheep: sheep (default), llama
  • Ivory: Asian elephant (default), African elephant
  • Cows: Holstein (default), brown
  • Spices: pepper (default), saffron, cinnamon, nutmeg, vanilla
  • Pigs: pink (default), furry
Note that a lot of the effects of these additions are not defined and implemented yet, especially things like interactions with buildings and units. They have only added to the extent required to incorporate them into the map.

Spoiler :
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Spoiler :
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Spoiler :
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Spoiler :
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Spoiler :
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This looks lovely, looking forward to seeing this new map in action! Though I presume it's still a way off and going to need quite a lot of testing for balance etc. There are some areas that are really complimented by the new map (China and Europe especially).
 
Check here to see the roadmap for getting the map ready.
 
I also updated the first post to list all the new terrains, features, and resources added as part of the map changes. Probably not everyone has kept up with these additions as they happened along the way so I thought it would be good to have a summary.
 
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Moved some feedback into the Map Suggestions thread. Please give feedback there so that I can have it all in one place. This thread is only meant for reference.
 
Why is the next version still called something as mundane as 1.17. Shouldn't it be 1.2 at least, if not 2.0? It's a whole new map after all.
 
1.17 is the upcoming version that is soon to be released, the version with the map will be 1.18. The second number if purely incremental, so 1.2 would be 15 releases before 1.17.

To be honest, my plan is to bump the first number to 2.0 only when I feel like I am done with the mod and do not plan to incorporate any major changes anymore (leaving open the possibility for fixes and balancing of course). I don't think that is what you want just yet.
 
Suggestion: add the following titles before each of the Spoiler sections for easier reference:
  • Europe, North Africa, Middle East
  • Arabia, Sub-Saharan Africa, India, Southeast Asia
  • Indonesia and Philippines, East Asia, North and Central Asia
  • Americas
  • Australia and Pacific Islands
(also move the last screenshot of the Americas post, which represents New Guinea, to the last one if you can)
 
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I agree, but I don't have the hosting nor the necessary skills or bandwidth to put something like this together.
 
Once the new map is finalized, I would love to see a DOC version of this Rhye's and Fall Atlas map, so there'd be an easy reference guide for regions, civs, spawns, UHV zones, etc. Seriously, that atlas was so helpful when I first played RFC.
That's a great idea. When the new map is finished I'll take a look at making a new version of the Atlas.
 
Opium: +1 commerce +1 happiness (3 cities), +3 commerce with Plantation
Please consider the offer:
  • Opium: +1 commerce -1 happiness -1 health (3 cities), +3 commerce with Plantation

Reason: the world experience of opium use.
So that no one gets the impression that the use of opium makes a person happier.
 
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