No more Pangea Scripts

Lost of permutations are possible; two small continents splitting the first five civs with a big new world, the new world is an archipelago, all five original civs are all on the same single big continent ("we have pangaea at home") and the new world is an archipelago...

Hopefully they'll have two settings, one for the Old World and one for the New World. That'd be neat.
 
A good example of how feasible your idea is can be gleaned from what @Gedemon did for his Civ 6 YNAMP. The "new world" map options are incredibly customizable. Essentially what Gedemon did is allow both sides of the world to each spawn their own separate map scripts. So one part might be the pangea script by itself (a big landmass) and another part could be like the Continents script by itself (meaning 2 continents, potentially even separated themselves by ocean!). Or any number of other permutations like you suggested.

My first reaction: ho, yeah, I did that ? wait, how ?

/me looking back at code from 6-7 years ago

Ho, yes, I did, cool :D

Now, note to my future self: I remember that I asked my old self to put more comments in his code, but he didn't listen, and now my current self is lost, you'll have to do better future me !
 
Ed beach mentioned archipelago map where there is an ocean between archipelagos so that's probably a map type still existing
Yeah, only really Pangea that was completely excluded from the new format. Any map type can exist as long as you divide part of the full map by ocean.

I think it is quite likely that in the future we get the MP option where different players may spawn at different parts of the map, that are divided on the ancient age, to be able to meet only at the later exploration age. Which would allow for people who want to play a full three eras multiplayer on a TSL map, albeit with the limitations of the Ancient civs as starting locations only. Which on itself can be more interesting as they likely will add more and more options of ancient civs from different parts of the world.
 
Lost of permutations are possible; two small continents splitting the first five civs with a big new world, the new world is an archipelago, all five original civs are all on the same single big continent ("we have pangaea at home") and the new world is an archipelago...

Hopefully they'll have two settings, one for the Old World and one for the New World. That'd be neat.
Everybody lamenting the 'Loss" of Pangaea note that, as stated, it is possible that almost Every Type of map now available except Terra and types like Seven Seas that require land at the edge of the map could be applied individually to each 'half' of the Civ VII map. That actually gives us an enormous variety of map configurations in addition to the size of map that changes with the Exploration Age.

Add in terrain like Tundra/Ice that is essentially Impassable until late Exploration or even Modern Age and limitations (I wouldn't go so far as to Prohibit) on terrain earlier - for example, it might be near-impossible to move an Army Commander and units - an 'Army' - across a desert earlier (look at what happened to a very competent Army Commander, Alexander of Macedon, and his army in the Gedrosian Desert coming back from India as an example). Other potential 'Terrain Blocks' might be in Jungle/Rain Forest terrain, which was notoriously deadly to unacclimated people. Mountains should not necessarily be impassable by themselves, but any peaks with snow on them, or covered with jungles (as late as WWII, the Owen Stanley Mountains in New Guinea slaughtered thousands of troops through disease and injury) could be very, very difficult to move through and impossible to stop in for any length of time.

Based on our experience with Civ VI and previous gams, it is easy to try to understand new mechanics in the game based on how Old Mechanics worked. That is a recipe for confusion, since we have been told that the Designers of this game tried very specifically to have a basic structure (Civ Switching by Ages, Built-In and Unavoidable Negative Events called Crises) very different from anything we've seen in the series before.

In support of the differences, I suggest that the configurations of maps will have to be not only very different, as has been noted, but also that they do not necessarily have to be more limited.
 
If they have a drop-down menu for picking what type of Old World you start with and what type of New World you get, that would be pretty cool.

And I think it's logical expansion fodder for them to figure out non-ocean barriers to swap in so the old style Pangaea map can return - impassable mountains, jungles, tundra, desert, radioactive fallout, whatever...
 
A really great point I think people aren't realizing. Everyone seems to be assuming that the new world will just be a continent blob.

A good example of how feasible your idea is can be gleaned from what @Gedemon did for his Civ 6 YNAMP. The "new world" map options are incredibly customizable. Essentially what Gedemon did is allow both sides of the world to each spawn their own separate map scripts. So one part might be the pangea script by itself (a big landmass) and another part could be like the Continents script by itself (meaning 2 continents, potentially even separated themselves by ocean!). Or any number of other permutations like you suggested.
Don't do this, don't give me hope.

Imagine being able to add a map script that consists more than two map scripts. Perhaps four for example, when map would be really big, and every part would look unique.
 
Based on what I have seen, I believe pangea will be a single starting continent. The map then expands revealing a new continent, so yes, 1 continent new world.

I assume you can pick different map scripts that expand to similar or different map scripts.
Example: Archipelago that expands to more Archipelago or Archipelago that expands to Pangea. Maybe Continents that expands to Archipelago.

I am curious how TSL Earth will work.
 
It was mentioned that the political tumult of the early 19th century was the marker they’re using for the Exploration/Modern break. Your colonial wars of independence in North & South America, popular revolutions in Europe, etc. So I’m figuring the period of Colonization is meant to have come to an end by the time the Modern Age begins.

Didn’t a lot of the Scramble For Africa happen after 1848?
 
My first reaction: ho, yeah, I did that ? wait, how ?

/me looking back at code from 6-7 years ago

Ho, yes, I did, cool :D

Now, note to my future self: I remember that I asked my old self to put more comments in his code, but he didn't listen, and now my current self is lost, you'll have to do better future me !

Oh man the classic mistake! It’s amazing how much you can be baffled by it, even if or especially if it’s your own.

Everybody lamenting the 'Loss" of Pangaea note that, as stated, it is possible that almost Every Type of map now available except Terra and types like Seven Seas that require land at the edge of the map could be applied individually to each 'half' of the Civ VII map. That actually gives us an enormous variety of map configurations in addition to the size of map that changes with the Exploration Age.

Add in terrain like Tundra/Ice that is essentially Impassable until late Exploration or even Modern Age and limitations (I wouldn't go so far as to Prohibit) on terrain earlier - for example, it might be near-impossible to move an Army Commander and units - an 'Army' - across a desert earlier (look at what happened to a very competent Army Commander, Alexander of Macedon, and his army in the Gedrosian Desert coming back from India as an example). Other potential 'Terrain Blocks' might be in Jungle/Rain Forest terrain, which was notoriously deadly to unacclimated people. Mountains should not necessarily be impassable by themselves, but any peaks with snow on them, or covered with jungles (as late as WWII, the Owen Stanley Mountains in New Guinea slaughtered thousands of troops through disease and injury) could be very, very difficult to move through and impossible to stop in for any length of time.

Based on our experience with Civ VI and previous gams, it is easy to try to understand new mechanics in the game based on how Old Mechanics worked. That is a recipe for confusion, since we have been told that the Designers of this game tried very specifically to have a basic structure (Civ Switching by Ages, Built-In and Unavoidable Negative Events called Crises) very different from anything we've seen in the series before.

In support of the differences, I suggest that the configurations of maps will have to be not only very different, as has been noted, but also that they do not necessarily have to be more limited.

The big, big assumption here is that the devs are at least as competent as our better modders, and after looking at the Bethesda levels of nonsense modders had to fix in 6 this is a riskt assumption at best

How long did the “AI not inproving Luxuries” bug last? I seem to recall another major one that was Aliens Colonial Marines levels of a singly typo crippling the AI in choosing districts. That also went unfixed for an eternity
 
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