sumthinelse
civ investigator
I wanted a world with more "elbow room" so I created a huge 256x256 world with 6 civs. Then I discovered Iron Working. Guess what? The nearest iron is about 80 squares away. I suspect there will be the same problem with coal, etc. Even if you bump the resource ratio to the max (300) per civ in the editor, it's still not enough.
Why do they design the game so that you get a number per civ with a max value that is too low, instead of letting you specify the resource appearance ratio per tile on the map? People don't cause resources to be there; there are resource characteristics of terrain, and the characteristics of terrain are there whether there are people there or not.
Solutions: I can either
generate a map with sparse settlers, and then add resources to the map, or
generate a map with 16 civs and then delete most of the civs.
Either way, to me it seems tedious.
(Edited later)
I tried the 1st method but couldn't import the map properly into a game, maybe because it's non-standard (256x256).
The 2nd method is may have problems for the same reason, we'll see....
Why do they design the game so that you get a number per civ with a max value that is too low, instead of letting you specify the resource appearance ratio per tile on the map? People don't cause resources to be there; there are resource characteristics of terrain, and the characteristics of terrain are there whether there are people there or not.
Solutions: I can either
generate a map with sparse settlers, and then add resources to the map, or
generate a map with 16 civs and then delete most of the civs.
Either way, to me it seems tedious.
(Edited later)
I tried the 1st method but couldn't import the map properly into a game, maybe because it's non-standard (256x256).
The 2nd method is may have problems for the same reason, we'll see....