tu_79
Deity
Well, the idea is that you sell that stuff. Diplomatic options and such.Don't give the Inca a cluster of mountains to start with. They're balanced around a hilly start with maybe a mountain chain, not lots of them like the current version.
By the way, I played 1.03 and felt that strategics like Iron and Horses have too high quantity in each source. You'll never need more than one source of those 9 Horses/Iron early game. Coal/Oil/Aluminium/Uranium are fine with few sources and high quantity, but Horses/Iron should spread out more so you have to settle what you need instead of just finding one source and be fine until Industrial.
It also leaves more room, if we have fewer tiles with resources, but if you feel that's too low, I can increase it quite easily.
I want to share what I understand that Communitas is doing for making rifts. It looks quite smart overall, so I don't understand why this is not producing nice shapes. It has three different parts:
1. First, it finds out the best locations for an atlantic and a pacific type rift. The main difference between atlantic and pacific is that the atlantic should be clean, while the pacific may have some islands (Oceania). For the atlantic, it searches the vertical stripe (the size of the desired rift) with fewer altitude in the map. For the pacific, it searches the vertical stripe whose altitude is the median of the map. In theory, this should end up placing the Atlantic ocean where it is going to be deeper and the Pacific where it is going to be bigger. Only caveat is that it looks at the vertical stripe, but the real rift may wander too much, taking a path away from this stripe. (Note: I'm not sure which one is at fault, but currently one of the oceans doesn't look like it has been placed in the proper location, since the ocean stripe is too obvious).
2. Then, it builds a drift. It's made of tiles that fit within an area defined by a vertical sinusoidal core, a rift width at the poles (atlanticSize, pacificSize) and a rift width at the equator (atlanticBulge, pacificBulge). the sinusoidal core amplitude is defined by the constant 'curve' (pacificCurve or atlanticCurve), setting how many tiles will the core deviate from the vertical line at the equinoces.
Instead of building it rigth in the x location found in step 1, it tries different starting locations and takes the one with fewer removed land tiles. But this attempts are very loose. See:
Code:
if bulge ~= 0 then
-- see which curve direction fits the land better
plots = GetRiftPlots(x-2, midline-2, y, direction, totalSize, oceanSize, bulge, curve)
local plotsB = GetRiftPlots(x+2, midline+2, y, direction, totalSize, oceanSize, bulge, curve)
if GetMatchingPlots(plotsB) > GetMatchingPlots(plots) then
plots = DeepCopy(plotsB)
end
elseif curve ~= 0 then
-- see which curve direction fits the land better
plots = GetRiftPlots(x-1, midline-1, y, direction, totalSize, oceanSize, bulge, curve)
local plotsB = GetRiftPlots(x+1, midline+1, y, direction, totalSize, oceanSize, bulge, -1 * curve)
if GetMatchingPlots(plotsB) > GetMatchingPlots(plots) then
plots = DeepCopy(plotsB)
end
else
plots = GetRiftPlots(x, midline, y, direction, totalSize, oceanSize, bulge, curve)
end
In case bulge is 0, then if curve is not 0, builds a rift in location x-1 and another one in location x+1 with the curve sense inverted, and returns the best one.
If both bulge and curve are 0, builds the rifts in location x.
(Note: bulge and curve not 0 doesn't have a differentiated method, so if a small bulge value and a big curve value are provided, the inversed curved is not to be tested)
3. After the rift line is set, it fills a stripe around the rift line with ocean tiles. If it is atlantic, all tiles will be ocean. If it is pacific, some of these tiles might become coast if there is some coast or land nearby. Since the chosen location should be mostly surrounded by ocean tiles, the stripe should only be noticeable where it passes too near the continents. Finally, it sets rift tile altitudes to 0.
First thing that strikes to me is that the method for finding the 'StartX' location for the rift is right for a straight vertical line, but it may be completely the wrong place when the rift is winding. The idea is that if you need to cut through a continent in order to for the rift, you cut it where there is less land, but if the continent