Realistic Terra-Map, Tiny, 52x32, 15Civs

Syntherio

Prince
Joined
Dec 6, 2005
Messages
432
Location
Gifhorn, GER
Synterra

This map is a tiny, realistic and crowded Earth-Map in Terra-Style. That means, the "new world" is barbarian land until colonization.

I made the map similar to the geographic projection of Earth by Winkler. Screenshots are attached. Europe is slightly increased.

I tried to place the ressources at places, where they were found in reality. Ressources for the UUs are placed near the capital of that civilization to ensure, they are able to build their units. Starting techs are altered to fit the needs (according to the starting place) and the historical happenings.

All standard civilizations are included at their correct starting place. America, Inca and Aztecs are left out (because of the Terra-Style).

Larger empty places on the map are filled with barbarian cities. They are named after cities, which were located in that region.

I used romanized endonyms for all the playable civilizations names and capitals and not the english exonyms. For Example: "Kyoto-shi" is the capital of "Nippon" and not "Japan".

Everything else (Tech-Tree, Civilopedia etc.) is unchanged.

----

Version-History:
1.0 - 24th March 2006
1.1 - 27th March 2006
Final - 21st April 2006

----

Have fun!
 

Attachments

  • Synterra_Map01.JPG
    Synterra_Map01.JPG
    112.3 KB · Views: 2,318
  • Synterra_Map02.JPG
    Synterra_Map02.JPG
    151.8 KB · Views: 3,151
  • Synterra-v1_0.zip
    Synterra-v1_0.zip
    10.6 KB · Views: 355
  • Synterra-v1_1.zip
    Synterra-v1_1.zip
    10.8 KB · Views: 605
  • Synterra-Final.zip
    Synterra-Final.zip
    10.5 KB · Views: 1,252
Ecellent, this is the kind of small World Map I was waiting for... thanks and good job! ;)

EDIT: After testing this map out on Noble, I gotta say I think the Egyptians are overpowered in their starting position. First off, they have the Culture trait, thus, expanding and controlling more territory in the Euro-African battlegrounds. Second, around their territory is an abundant in resources, thus giving a monopoly over the only Civs. Third, the early excess of horses gives the Egyptians the only powerful unit for the first 1000 years, the War Chariot. Fourth, the barbarian cities below the Egyptian capital are too weak, thus, can be overrun by the War Chariots.

With all these advantages, I was able to conquer all the barbarian cities and Mali, with his Holy City. With the whole continent of Africa, I was the sole superpower of the world. I researched technology, trained military, and built wonders faster than most of the Civs combined. I took over Arabia because they were weak and the Greeks for their Holy City. I am around 3-10 technologies ahead than everyone and pulling away. It is now in the 500's AD, and I built my first two Knights. At this moment, I could conquer the rest of Europe in 500 more years.

What I suggest is to tone down Africa's resources (if possible) and to at least give barbarian cities one archer each. The other problems, I don't have a clue what to do.

Other than that: I LOVE IT :)
 
Thanks for the reply.
I will work on this in a few days and try it with a few archers. When I take away the horses, the Egyptians are the only Civ which can´t build their UU - I think that is also not optimum. Maybe there is another solution...

To further explain of the naming system:
The people of the city "Rome" didn´t call their city "Rome", they called it "Roma". I used "Roma" in my Map. Thats, whats meant with "endonyms".
"Romanization" is the use of the latin alphabet instead of the original alphabet (cyrillic alphabet in East Europe, the arabic alphabet in the near east or Kanji in East Asia etc.).
On the same way I changed the leader names.
 
Great map so far, playing at Prince level as Egypt, it does make it easy.

Small mistake I noticed: I see 2 russian cities so far, and they are: Moskva and Moscow. woops? ;)
 
I placed Moskva. Moscow is build with a settler by the AI. Is there a way to edit the list of citynames without a mod-directory?
 
What I would actually suggest is to give the barbarian city to the south of Egypt the supply of horses. This will slow down the Egyptian rampage, but will give them their UU once they earn it.

Try to do that with the Mongols as well, bcause they too have a big advantage. Plus, barbarian cities should be stronger because they are civilizations themselves in perspective.

Can't wait to see the next update :)

EDIT: As for the city names, I don't think there's anyway to rename them without making a mod out of this. It's not that big of a deal to me.
 
Syntherio said:
I placed Moskva. Moscow is build with a settler by the AI. Is there a way to edit the list of citynames without a mod-directory?

ahh yeah makes sense. Hadn't thought of that.

Great map too!!!!!!! Lovin it so far.

Any plans to seperate the americas from the rest of the world with impassable oceans, like in the Terra maps (since this is supposed to be like Terra maps)?

edit: well I haven't actually checked up close so it may be the case already, and it just looks like greenland etc connects both landmasses with coasts... I'll go check before deciding if I should eat my words or not ;)
 
I´ve finished version 1.1

Changelog:
Replaced the warrior in every barbarian city with an archer.
Shorted the river north of the Evenks.
Placed ocean in the Bering Strait.
Moved one banana beside the Bantu two tiles west into the jungle.
Removed the horses in north africa and placed it east of the Bantu.
Removed the dye in africa.
Removed one gems near the Bantu.
Moved stone west of London into the city.
Moved clam in the English Channel two tiles east.
Placed fish south of Roma.
Gave a second starting tech to each Civ.
Added a list of three Cities to each Civ

There were some major changes:
- Each Civilization got a second starting tech. I tried to lead the AIs to special strategies. As far as I can see, it works only in a few cases. I have to correct this in future versions.
- All Barbarians got an archer instead of a warrior. thx to thenooblet22 for the idea.
- There was a way to define a Cityname-List in the WBS-file. thx to Dale for his Reference. Each Civilization has now a list of three additional transliterated Citynames. I hope thats enough. thx to narmox for his bug-report.
- Greenland was already seperated with ocean-tiles from the "old world", but I forgot the Bering Strait. America is now completely isolated. thx to narmox.
- I work over Africas ressources. Some positions have changed and I removed the dye. Let´s hope the Egyptians are not longer overwhelming. The Mongols keep their horses. In my test-games they where not that overpowered. There is maybe a change in a later version.

Download is in the first post.
Thanks so far for the interest. You´re still welcome to comment or criticize :)
 

Attachments

  • Synterra_Egypt01.JPG
    Synterra_Egypt01.JPG
    171.5 KB · Views: 672
If you have the problem that non-creative civs in crowded areas (like the Romans and Greeks) are too weak and get absorbed by their neighbour's culture without exception, consider giving them an obelisk at start. I used that trick in my tiny world map, too.
 
whew nice.. I played as Germany on Prince level, marathon speed.

I'm in the 1700's now, soon heading to the modern age. All of europe except Britain is mine, and I just recently finished conquering Iran and the Bharat (india).

I have not built one single cottage the whole game, yet am the richest and most advanced Civ. I believe I was definitely playing to my civ's advantages (create and philosophical) - I can't count how many Great Scientists I've had ;)

Interesting things I've noticed: culture. Those AI civs stay at 1-2 cities max most of the times, but their culture is HUGE even if it's not noticeable. That's because the map is so crowded. When I took out Iran-yia (cause I wanted the oil east of Moskva, which was owned by an iranian city - huh, does this sound familiar? anyways...), Parsa was basically a useless city costing me a LOT. It went from population 18 when I captured it, to 1 in very few turns (*whip* + starvation), because the Bharat culture completely surrounded the city AND the radius of 2 tiles surrounding it. Perhaps even 3.

Then I conquered India because I wanted some breathing room, and what happened? The MONGOL culture completely surrounded Dililka on the north, east and south, and on the west the Arab culture took over. Thankfully the Mongols took over Makka, which gave me a bit of room - but just a bit, cause Egypt's culture was right around the corner...

I don't mind it at all; it was an unexpected twist for someone used to less crowded maps... ;) Although conquest was easy because I had such a strong powerbase (the crowded Europe all under my control), the cultural invasion aspect made it quite interesting.

Now I've made up my mind - I'll conquer them all, so I can have the $%$#%$# breathing room. mwahahhahaha


PS: in my next game, I'll go the "new world" route instead of the conquest route, to explore a different kind of play.
 
This was a fun map, but I have one problem with it. I tried playing as the romans, and because of the culture problem, they start out with only water tiles. So my production was horrible. What I ended up doing was going into the world editor, I moved the plains in N. Africa just south of Rome down one tile, which widened the med. sea. Then I added a hill below rome to give it some production.
It still resulted in a very slow start, but I was eventually able to beat France, Spain, and England. But a few hours into the game, I realized that compared to everyone else, I was basically just a human controlled barbarian. (The barbarians in America were as advanced (if not more) than me. :lol:)
Anyway, good map :goodjob:
 
I am currently running several test games to compare all included civilizations. I hope that I will be finished with that until sunday, so that I am able to publish a new version. In addition to corrections on the civs and their starting positions, I want to rename all barbarian cities and make a few more small changes.

If anyone has another suggestion to made, it would be nice to bring it now, so I could possibly include it in the upcoming version.

DanielF said:
I tried playing as the romans, and because of the culture problem, they start out with only water tiles. So my production was horrible.

I tried it out as the Romans and was not bad. Fishing and mining are two strong starting techs for them. Researched bronzeworking, changed to slavery, put out a workboat and researched ironworking. I rushed several Prets and conquered whole europe and africa before 1 AD. Maybe I will change the tile of Roma to a hill for an additional hammer. I haven´t decided yet. Anyway, thanks for your post.

narmox said:
PS: in my next game, I'll go the "new world" route instead of the conquest route, to explore a different kind of play.

:) I haven´t found the time yet to watch a game until the late years. It would be nice, if someone who has seen it could talk a little bit about the colonization of the "new world" and the late game. Any suggestions, bugs or anything else?
 
I just have the possibilaty to choose between 2 civ´s german and spanish. Dosn´t matter wich one i choose i loose the game before!! round 1...???
 
I can´t find an error in the .wbs-file. Anybody else with such a problem? Did you played it with a mod loaded?
 
I played as Germany and had a blast!
Thanks for making this, this is a great map!
 
Syntherio, I haven't continued my game much, yet (I took out Mongolia and can breathe a bit now, letting my culture grow, probably gonna lose a city or two to China unless I conquer them too ;) ).

The new world colonization is spearheaded by Egypt currently, with a few cities where there were empty spots. I wondered why Egypt was always close behind me in score and tech, till I saw a full world map. They haven' conquered any barb city, and it seems they brought in enough defense against the barbs too. From what I can see, the barb cities are pretty well developped too, 14-15 in size and well defended by grenadier and riflemen.

Nobody has colonized Australia or any of the surrounding islands - they're full of barbs!
 
Back
Top Bottom