Cassius Critzer
King
- Joined
- Dec 27, 2017
- Messages
- 918
Because MGE has the dreaded 255 city limit rule, then it seems like the best way is mostly preset up the cities, often under barbarian control (say in the New World) and then let the ai and human player battle it out for scraps in the Old World of Europe, Asia, and Africa.
A standard city radii has three rows of five plus two rows of three for a total of 21. But there is terrible overlapping because transforming territory (truly terraforming) comes very late to the game. Which means you seldom can acquire a perfect spot of all 21 squares in the matrix.
An island nation like Japan has a terrible quandry because they can try for mainland Asia but then must deal with the Mongols, Russians,or Chinese. The smarter move is to go for Indonesia and Australia, but to get there means less than desirable low city radii islands which can only be somewhat rectified with port upgrades so the ocean terrain translates into shields. It is hit or miss with ocean resources yet of course islands are bringing in food resources from the sea.
The map editor only allows a "seed" value for resources. I would guess similarly this is how goody huts appear too.
I don't want to waste any of the 255 city slots on a huge map. What I would like to do is mix it up with barbarians being specified in a goody hut and to specify resource placement too. Is this possible by hexediting the scenario file, a sav, or the map itself?
In this way I can replicate the indigenous people is very simplistic ways as barbarian cities but still have the players happen upon barbarians in the field as well. Then by specifying resources then create strategic locations, say for oil and uranium or saltpeter though I guess that would largely be for trade value or food value. Ideally a city improvement could only be constructed if the city had access to natural resources availability or by trade. And then even specific units might even be made only where these city improvements were constructed or found.
If I can hex edit a city that is under barbarian control and prevent the improvement from being sold, then this would be a way to differentiate city A from city B from city C as it adds a whole another kind of strategy to Civ 2.
A standard city radii has three rows of five plus two rows of three for a total of 21. But there is terrible overlapping because transforming territory (truly terraforming) comes very late to the game. Which means you seldom can acquire a perfect spot of all 21 squares in the matrix.
An island nation like Japan has a terrible quandry because they can try for mainland Asia but then must deal with the Mongols, Russians,or Chinese. The smarter move is to go for Indonesia and Australia, but to get there means less than desirable low city radii islands which can only be somewhat rectified with port upgrades so the ocean terrain translates into shields. It is hit or miss with ocean resources yet of course islands are bringing in food resources from the sea.
The map editor only allows a "seed" value for resources. I would guess similarly this is how goody huts appear too.
I don't want to waste any of the 255 city slots on a huge map. What I would like to do is mix it up with barbarians being specified in a goody hut and to specify resource placement too. Is this possible by hexediting the scenario file, a sav, or the map itself?
In this way I can replicate the indigenous people is very simplistic ways as barbarian cities but still have the players happen upon barbarians in the field as well. Then by specifying resources then create strategic locations, say for oil and uranium or saltpeter though I guess that would largely be for trade value or food value. Ideally a city improvement could only be constructed if the city had access to natural resources availability or by trade. And then even specific units might even be made only where these city improvements were constructed or found.
If I can hex edit a city that is under barbarian control and prevent the improvement from being sold, then this would be a way to differentiate city A from city B from city C as it adds a whole another kind of strategy to Civ 2.
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