Secret Game Setting that Improves Exploration and Modern Ages

npburg

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Has anyone tried playing with less AI civs in a game?

I was testing how the age progression mechanic works with different numbers of AI civs (it doesn’t appear to scale at all) and found with a Standard size map and just 6 civs (instead of 8) that 4 AIs and myself are on the Homeland and just 1 AI is in the Distant Lands. This was not what I was expecting since I thought it might reduce the default split of 5+3 to 4+2 but instead it was changed to 5+1. So my next game I tried a Standard size map with just 4 AIs and myself and it spawned everyone in the Homeland and none in Distant Lands. I.e 5+0.

Since this discovery I have played a bunch of games with no AI Civs in Distant Lands, mostly on Fractal maps, and found the games very interesting and many of the system mechanics and some of the Civilizations/Leaders work much better with this setup.


Exploration Age is when you see the biggest impact of reducing the number of AIs since the Distant Lands are open to colonization and you don’t have any existing AIs already spread out all over the continent.

In a normal game, exploration often leads to having to pick up many small islands or get lucky by grabbing a handful of land tiles on the edge of the continent to get a few Treasure Fleet Resources. Going to war to make inroad is possible but the challenge of doing this in any meaningful way against well established Civs in Distant Lands is often not worth the resources and effort.

By having no AIs on the other continent means that the Distant Lands feels much more like a true second age following Antiquity to explore and expand into as you are racing with the AI to find good locations for Treasure Fleet Resources and good city sites for growth into the Modern Age.

The Economic Legacy Path is definitely much easier with this setup. Getting 20+ Treasure Fleet Resources developed is manageable in the time frame and worth the effort. (Not just 20 TF points but 20 actual resource tiles.)

The Military Legacy Path becomes easier to make progress without having to conquer. Making settlements and spreading your religion can generate a lot of points and you can still choose to go to war with the other AIs as you compete for the same Distant Lands settlements.

The Culture Legacy Path is about the same. Converting settlements in Distant Lands for relics takes longer as there are no established settlements at the start of the age; however, the other methods for acquiring relics still work just as well as before.

The Scientific Legacy Path remains largely unchanged as it is mostly focused on your Homeland cities. It is possible to find an amazing Distant Land settlement with a 4+ adjacency but getting that up and running in multiple sites might take too long.

With no AIs in the Distant Lands means that you will encounter many Independent Peoples. It doesn’t appear that additional IPs will spawn to fill in more of the map but none will get eliminated before you encounter them. This is great if you like to play the diplomatic game and engage with them. Many will also be hostile as you explore or become hostile as you make settlements so you might need to interact with them with military force. If you built a solid diplomatic foundation in the Antiquity Age, you can get big rewards from it in the Exploration Age.

Civilizations / Leaders that interact with IPs in the Exploration age feel meaningful and fun to play instead of a huge disappointment when you get to the Distant Lands. Furthermore, since most of the Distant Lands will remain unsettled by the end of the Exploration Age, then you will continue to have many IPs at the start of the Modern Age as well.

Some Civilizations play better with this setup. The Inca’s special scout unit is very powerful when you have a largely empty Distant Land you want to quickly explore. Many goodie huts to find, many prime locations to settle. Spain’s Conquistadors are a good investment. Shawnee’s bonus with City-States is powerful. Siam in the modern age is also really strong since many IPs will actually spawn at the start of the age instead of getting squeezed out. There are likely many more examples I haven’t tried yet.

By the end of the Exploration Age, the Distant Lands will have many cities but still largely empty which means there is still room to expand and fight over in the Modern Age. The Modern Age still has its pacing issues especially if you beeline for a win condition but having room to grow and compete makes it much more compelling to play.

Modern Age Culture victory takes a bit longer since all the cities in the Distant Lands were settled during the Exploration Age so very few developed into cities with University built (if any at all) so it may not be possible to research to unlock artifacts until new cities build Museums.

Modern Age Economic victory might be faster since you will likely have more factory resources and more settlements that can grow into cities to quickly generate points.

Military and Science Modern Age victories should play the same as before.

Even for those players who mostly like playing in Antiquity, this setup might be of interest as you should be able to win a conquest victory in Antiquity as all the AI civs are in the Homeland. I have not yet tested this so it might be a corner case that doesn’t work.


Overall, this game configuration works so well with the system mechanics it feels almost like the devs wanted to have the game played this way but decided against having it as the default setting and didn’t advertise it. I am curious if anyone else has tried this and what their experience is.


As a caveat, I have also been playing many of these games with a mod to increase the Exploration Age length from 200 points to 240 but keep Antiquity and Modern Age at 200 points. This tries to help competence for how the Exploration Age Legacy points are worth much more than the other ages. As an example, in my most recent game, Antiquity lasted 140 turns with default settings while Exploration Age still only lasted 99 turns despite requiring 40 more points and not coming close to finishing the Tech or Civic trees.
 
I wonder how good / efficient are the "Old world"-AIs in this setup when it comes to establishing a foothold in respetively claiming the new world? Which difficulty level did you pick and have you played with or without the AI mod?
 
Yes, my feeling from many playthroughs is that the distant lands must be a colonization minigame. Where you build non-settlement outposts to gather resources and protect as forts, where you have reverse treasure fleets to deliver colonial supplies that act in colonial warehouses much like factories, boosting distant lands specific bonuses that assist with colonization.

Either way, I totally agree. The distant lands are like a reboot exploration phase of 4X and need to be empty of major civs. Either independent powers or Antiquity tier civs.
 
hopefully they create a second setting for folks who want to change HL density, but now I’m really excited to try a 6 player game where DL is one large civ and a bunch of IP
 
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Even for those players who mostly like playing in Antiquity, this setup might be of interest as you should be able to win a conquest victory in Antiquity as all the AI civs are in the Homeland. I have not yet tested this so it might be a corner case that doesn’t work.
I played a Tiny map with 1 AI Civ expecting them to spawn in Distant Lands, they spawned 15 tiles from me so I killed them lol. You get a video and acknowledgement of your win but no legacy points etc.
 
Either way, I totally agree. The distant lands are like a reboot exploration phase of 4X and need to be empty of major civs. Either independent powers or Antiquity tier civs.
Total agreement from me as well, even as an option this would be great.
 
I wonder how good / efficient are the "Old world"-AIs in this setup when it comes to establishing a foothold in respetively claiming the new world? Which difficulty level did you pick and have you played with or without the AI mod?
I just play on Deity and not using any AI mods. The AI settles the islands first and then the Distant Land continent. At the end of the last game I played, I had 5 settlements on the Distant Land continent while the AIs had 9 in total (not counting islands). (4+3+1+1) By the end of the Modern Era, I had 11 settlements on the Distant Land continent and the AIs had 12 (4+3+3+2). I also had 6 city-states on the Distant Land continent and one on a Distant Land island. No city-states survived in the Homeland.

A human player definitely has an advantage to plan ahead to claim more settlements. I normally try to end antiquity with 2-3 army commanders and enough troops to fill them so that when I finish researching Cartography I can send them over the oceans to scout and squat on prime locations while I build settlers and increase my settlement limit. In antiquity, I also uses scouts to spot the shortest path to the Distant Lands and try to have settlements along the East or West coast near the equator. Before playing with this game setup, I would grab many islands with good resources but now I just get 1 island with good resources and a good strategy location so that the AI island settlement boarders don't block my ships.

My next game I plan to try "Continents" to see how removing the island chains changes things.
 
That's what I thought the Terra Incognita map would do to be honest but instead it does... who knows
My understanding is that Terra Incognita map is basically Continents Plus map except the Distant Land continent is Shuffle (continent, archipelago, fractal) but most of my games with that map mode seems to just be the same as Continents Plus.

In older Civ games, Terra Incognita maps would have all the Civs spawn in the old world with an empty continent to be discover. In Civ 7, you can achieve this by reducing the AI count.
 
Has anyone tried playing with less AI civs in a game?

I was testing how the age progression mechanic works with different numbers of AI civs (it doesn’t appear to scale at all) and found with a Standard size map and just 6 civs (instead of 8) that 4 AIs and myself are on the Homeland and just 1 AI is in the Distant Lands. This was not what I was expecting since I thought it might reduce the default split of 5+3 to 4+2 but instead it was changed to 5+1. So my next game I tried a Standard size map with just 4 AIs and myself and it spawned everyone in the Homeland and none in Distant Lands. I.e 5+0.

Since this discovery I have played a bunch of games with no AI Civs in Distant Lands, mostly on Fractal maps, and found the games very interesting and many of the system mechanics and some of the Civilizations/Leaders work much better with this setup.


Exploration Age is when you see the biggest impact of reducing the number of AIs since the Distant Lands are open to colonization and you don’t have any existing AIs already spread out all over the continent.

In a normal game, exploration often leads to having to pick up many small islands or get lucky by grabbing a handful of land tiles on the edge of the continent to get a few Treasure Fleet Resources. Going to war to make inroad is possible but the challenge of doing this in any meaningful way against well established Civs in Distant Lands is often not worth the resources and effort.

By having no AIs on the other continent means that the Distant Lands feels much more like a true second age following Antiquity to explore and expand into as you are racing with the AI to find good locations for Treasure Fleet Resources and good city sites for growth into the Modern Age.

The Economic Legacy Path is definitely much easier with this setup. Getting 20+ Treasure Fleet Resources developed is manageable in the time frame and worth the effort. (Not just 20 TF points but 20 actual resource tiles.)

The Military Legacy Path becomes easier to make progress without having to conquer. Making settlements and spreading your religion can generate a lot of points and you can still choose to go to war with the other AIs as you compete for the same Distant Lands settlements.

The Culture Legacy Path is about the same. Converting settlements in Distant Lands for relics takes longer as there are no established settlements at the start of the age; however, the other methods for acquiring relics still work just as well as before.

The Scientific Legacy Path remains largely unchanged as it is mostly focused on your Homeland cities. It is possible to find an amazing Distant Land settlement with a 4+ adjacency but getting that up and running in multiple sites might take too long.

With no AIs in the Distant Lands means that you will encounter many Independent Peoples. It doesn’t appear that additional IPs will spawn to fill in more of the map but none will get eliminated before you encounter them. This is great if you like to play the diplomatic game and engage with them. Many will also be hostile as you explore or become hostile as you make settlements so you might need to interact with them with military force. If you built a solid diplomatic foundation in the Antiquity Age, you can get big rewards from it in the Exploration Age.

Civilizations / Leaders that interact with IPs in the Exploration age feel meaningful and fun to play instead of a huge disappointment when you get to the Distant Lands. Furthermore, since most of the Distant Lands will remain unsettled by the end of the Exploration Age, then you will continue to have many IPs at the start of the Modern Age as well.

Some Civilizations play better with this setup. The Inca’s special scout unit is very powerful when you have a largely empty Distant Land you want to quickly explore. Many goodie huts to find, many prime locations to settle. Spain’s Conquistadors are a good investment. Shawnee’s bonus with City-States is powerful. Siam in the modern age is also really strong since many IPs will actually spawn at the start of the age instead of getting squeezed out. There are likely many more examples I haven’t tried yet.

By the end of the Exploration Age, the Distant Lands will have many cities but still largely empty which means there is still room to expand and fight over in the Modern Age. The Modern Age still has its pacing issues especially if you beeline for a win condition but having room to grow and compete makes it much more compelling to play.

Modern Age Culture victory takes a bit longer since all the cities in the Distant Lands were settled during the Exploration Age so very few developed into cities with University built (if any at all) so it may not be possible to research to unlock artifacts until new cities build Museums.

Modern Age Economic victory might be faster since you will likely have more factory resources and more settlements that can grow into cities to quickly generate points.

Military and Science Modern Age victories should play the same as before.

Even for those players who mostly like playing in Antiquity, this setup might be of interest as you should be able to win a conquest victory in Antiquity as all the AI civs are in the Homeland. I have not yet tested this so it might be a corner case that doesn’t work.


Overall, this game configuration works so well with the system mechanics it feels almost like the devs wanted to have the game played this way but decided against having it as the default setting and didn’t advertise it. I am curious if anyone else has tried this and what their experience is.


As a caveat, I have also been playing many of these games with a mod to increase the Exploration Age length from 200 points to 240 but keep Antiquity and Modern Age at 200 points. This tries to help competence for how the Exploration Age Legacy points are worth much more than the other ages. As an example, in my most recent game, Antiquity lasted 140 turns with default settings while Exploration Age still only lasted 99 turns despite requiring 40 more points and not coming close to finishing the Tech or Civic trees.
I managed to get the the game to put all 8 players on the home land (it's chaos), but the rush to the new world was so much more rewarding, I hope they add this eventually.

I did however also find a way to break the spawning and spawned on distant land which was enlightening.
 
hopefully they create a second setting for folks who want to change HL density, but now I’m really excited to try a 6 player game where DL is one large civ and a bunch of IP
I have try Standard with 6 Civs. This will have 1 AI in the Distant Lands which is also interesting. The first game I played, I found Catherine The Great in the Distant Lands by herself with a few settlements and she took out a number of Independent Peoples. It worked well enough since there was still room to settle and explore. My second game trying with 6 civs, I found Benjamin Franklin in the Distant Lands and he had nearly settled everything with almost nothing left and his yields were insane. I was Ibn Battuta so I was able to do the reveal map envoy with Franklin and quickly formed an Alliance. Not as much land left to settle but still interesting.

My understanding from someone else's post is that the last AIs on the setup list are the ones that spawn in Distant Lands so you could pick a leader / civ that is not going to over expand and become too powerful. Or if you want an uber-boss to conquer you could go the other way with your settings.
 
I managed to get the the game to put all 8 players on the home land (it's chaos), but the rush to the new world was so much more rewarding, I hope they add this eventually.

I did however also find a way to break the spawning and spawned on distant land which was enlightening.
How did you get all 8 players on the Homeland? I would love to try that out.

I normally focus on 6 city worthy settlements and look to Distant Lands for further settlements in the Exploration age. This still leaves a lot of space in the Homeland but would be interesting to play a game where the Homeland even more constrained and fought over which means exploration age has more value to expand.
 
So my next game I tried a Standard size map with just 4 AIs and myself and it spawned everyone in the Homeland and none in Distant Lands. I.e 5+0.

Good grief. This whole time I didn't know you could adjust player settings and pick your opponents. As many times as I've been on the advanced settings page, I never noticed the "Player" button on top. And here I've been complaining that we can't adjust the number of AI opponents we face. I feel like y'all let me walk around for six weeks with spinach on my teeth.

Edit: This works perfectly! Five civs on a fractal map, all on my continent, so the distant lands will be wide open. Love it. That's always been one of my favorite setups, going back to Civ IV. I love the race to the unclaimed lands.
 
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Has anyone tried playing with less AI civs in a game?
Yes. I wrote just after launch that I played with fewer civs and had a different experience. Another user also posted the experience of not having any civs on a different land than the homeland when they played with fewer civs.

It's no secret, but I'm happy you documented it so extensively, so thank you!
 
Yes. I wrote just after launch that I played with fewer civs and had a different experience. Another user also posted the experience of not having any civs on a different land than the homeland when they played with fewer civs.

It's no secret, but I'm happy you documented it so extensively, so thank you!
Good to hear others have tried it. I must have missed those early posts. This setup is quickly becoming my favorite way to playing.
 
Good to hear others have tried it. I must have missed those early posts. This setup is quickly becoming my favorite way to playing.

Sometimes it also feels like it should be how Terra Incognita was intended to be, although the intention of the map scripts still eludes me...
 
It would actually be super interesting if distant land civs were an age behind or at least have some option like this.
My idea was to have the distant lands face either a plague crisis or an invasion crisis that still affects them. So very low population, 1-3 settlements, with permanent low growth rate. Invasion is half their civ is conquered city-states. They still "compete" but at a disadvantage which is why you and your homeland civ are at an advantage to colonize.

I don't know why you have to compete with them, actually.

A good crisis for exploration would be your empire splitting in two and you have to pick which side you want, and the other picks up a new leader in the next age. In this vein, civil war "losers" can absorb weak exploration age settlements for modern. That way, the extra civs become equalized going into modern. Ah, but imagine people complaining about "losing half my cities if I ever seriously build in distant lands".
 
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