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I guess that turtles are more abundant than the others. Amber, whales and pearls seem much rarer
Whales, Pearls & Amber all have a SeaFrequency of 1, whereas Turtles have a SeaFrequency of 5. So even with the reef placement restriction it's possible to have quite a few Turtles. Before the Spring Update Turtles were relatively rare, which was one of my complaints I made to FXS. Seems they went the opposite direction and now you might have too many. I reduced mine to 3, which works out fine for my games.
 
This is actually a very easy change to make. In Civ5 I just couldn't stand the way jungle looked on plains. I needed my jungles to look wet, like it rained a lot. I will experiment with this and certainly I can make it a tweakable option.

Philosophically, do you think it's a bad thing to starve the equator of production?

Civ is funny in this regard. In the real world, what would be the difference between plains and grassland? I picture plains as being more dry, but really its an absurd differentiation.

EDIT: Annnnd... welcome to Civfanatics!

Thanks!

Yeah, it's a bad thing. It's makes for less fun gameplay since those cities don't stand a chance; and it doesn't make sense for a whole population to be lazy and produce next to nothing simply because they're in the tropics. The ancient Chinese, Indian, and American civilization built stuff and developed strong cultures in the tropics.

The problem is that grassland's yield is rather silly. As you pointed out, there's not much difference between a grassland and a "plains". One simply has greater moisture than the other, and thus is a bit better for growing food. There's no reason for grassland to be less productive than its drier counterpart.

I've been playing around with yields and resource distribution in a private mod. I've made grass yield 2 food, 1 production, so that its base yields are better than plains, but made other changes to compensate. For example, marsh reduces production by 1; flat grassland no longer contains resources on which you can build quarries (and in particular, stone is more common and sensibly distributed). I have not figured out what to do with jungles yet. I can leave them alone, make them like marshes, or make them like forests.

I'm also trying to make specialists more competitive. A population working inside a city has historically been more productive than the same working open land, yet specialist yields are much worse than simply working another tile :/
 
No intention to derail this thread, but...

I've been playing around with yields and resource distribution in a private mod. I've made grass yield 2 food, 1 production, so that its base yields are better than plains, but made other changes to compensate. For example, marsh reduces production by 1; flat grassland no longer contains resources on which you can build quarries (and in particular, stone is more common and sensibly distributed). I have not figured out what to do with jungles yet. I can leave them alone, make them like marshes, or make them like Forests.

...such thoughts and questions are the reason why I'm fierce fan of going beyond of that old a-citizen-consumes-two-food rule, around which everything else is arranged. Increase Food consumption to 3 (or even 4) and you get a lot more room to differentiate terrains, features, ressources and improvements. The famous DyP and RaR mods for Civ3 drawed a lot out of that.
 
Ok, posted a new version with JungleToPlains option and reefs for Rise and Fall. Also tweaked a few things and made jungle hills be plains by default.
 
Things went very badly with the Steam Workshop upload. I assumed the GUID for the mod would cause an update, but instead it created a new mod. Any clues on how to 'update' a mod there? Also how can I delete a mod from there?
 
Here is how to delete:

Now to properly UPDATE the mod, open the Steam workshop uploader. You will see PerfectWorld6 as a row in a list. The list looks like this, and when you click on the name of your mod, the "Update" button will be available under the Updated column.

EDIT: Removed images to not clutter up this thread.
 
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Just loaded up a map and I'm seeing reefs in lakes! :) I'm not sure if you intended this or not, but I actually really like the effect. It makes lakes more interesting.
LakeReef.png
If this wasn't intended and you do "fix" it, can you please make it a toggleable option if possible?

Also, I think you really nailed reef generation in general. It's perfect. I'm seeing really cool reef formations that never happen in vanilla! Like "mini" great barrier reefs :)
20181016223720_1.jpg
 
I looked at the code in the expansion, and the TerrainBuilder object has a function called 'CanHaveFeature' that is called in reef placement. Apparantly it doesn't filter out lakes. This bothered me, but I imagine it happens in the stock maps also. Let me know if that's not the case, I can stop it if necessary.
 
They definitely never spawn on Lakes in stock maps (FYI, the Features table in the database has a "Lakes" column, and it's set to False for reefs; I suspect that's how the game prevents them from spawning on lakes if it's not defined in the lua function).

Like I said, I kind of like the effect, so when you do fix it is it possible to make it a toggle in your script? If it's not easy for you to do that, then no big deal, it was just a neat thing to come across :)
 
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Perhaps the Lakes are not being tagged as Lakes? I thought that this from the Civilization Wiki was true: "A relatively small (up to 6 tiles) expanse of shallow water which is surrounded entirely by land is considered a lake." Perhaps the Lake tagging code is not being called from the PerfectWorld script.
 
I just realized that I'm adding features before calling the area calculator. That's probably why it's failing. It might be tough to add an option for that. Sea turtles in a lake really doesn't happen anywhere I don't think.
 
Perhaps the Lakes are not being tagged as Lakes? I thought that this from the Civilization Wiki was true: "A relatively small (up to 6 tiles) expanse of shallow water which is surrounded entirely by land is considered a lake." Perhaps the Lake tagging code is not being called from the PerfectWorld script.

When I hover over the tile with the cursor, it still shows up as "lake" at least. And they look like lakes too.

I just realized that I'm adding features before calling the area calculator. That's probably why it's failing. It might be tough to add an option for that. Sea turtles in a lake really doesn't happen anywhere I don't think.

Seems like you got it figured out then; if it will be tough to add an option for that then just forget it. No big deal :)

And yeah, in the Resources table, the Lake column for turtles is set to false as well; I ran a lot of maps last night and I didn't see any with turtles in lakes so I guess their placement rules were not changed by your lua.
 
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Ok, no more reefs on lakes. :)

I think it's definitely working now. Now just gotta see if this thing plays well. I like a game that is more challenging in finding places to settle, but hopefully there aren't any game ruining aspects.
 
having so much fun with this map script and it single-handedly brought me back to Civ 6 :)

i have 2 small questions if you don't mind me asking

1. i like seeing lots of cliffs. is it possible to edit this function to make more cliffs appear? can i just male "> 10" a smaller number?
"local area = pPlot:GetArea();
local plotCount = area:GetPlotCount()
--local noFlat = area:HasNoFlatCoast()
--print("area",plotCount,noFlat)
if area:GetPlotCount() > 10 then
SetCliff(terrainTypes, iX, iY);"

2. i also like seeing lots of oases (i know its not balanced but i like them). if i change this 3 to a 2, does that mean it will allow oasis to spawn closer together?
" local tiles = elevationMap:GetRadiusAroundHex(x,y,3)"

thank you cephalo. this is 1000000% the BEST map script for civ 6 ever
 
Cliffs are supposed to be between hills and water, unless there's a river. That's why there are so few cliffs in PW because there's so many rivers. Also, the HasNoFlatCoast always returns true on PW, so I can't use that. The idea is not to have landmasses that you can't disembark on. Any landmass less then ten tiles in size won't have cliffs.

Yes you will increase the number of oasis if you reduce that to one or two. I put it at three because it tends to make ugly geometric patterns on large desert areas if they are closer together.

I started a game deep in the jungle on the current version, in an area with few hills. Rough going! Had to start with first five cities with very little production. Green is very weak on this version of civ, I may have to make the default jungle terrain plains across the board. Finding the new world might save me.
 
thanks cephalo. yeah i found the deep jungle starts can be difficult without the jungle being plains, but it's still cool you give us the option to decide how we like.

As for the cliffs I went through and commented out the bit about them being blocked on rivers. it seems to work fine and made more cliffs - is this restriction purely aesthetic or is there something bad i'm doing by allowing river-adjacent cliffs?
 
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