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Starting Location Overhaul

Discussion in 'CivBE - Released Mods' started by Ryika, Aug 9, 2015.

  1. Ryika

    Ryika likes cookies and milk.

    Joined:
    Aug 30, 2013
    Messages:
    8,642
    Starting Position Overhaul
    "Get off my lawn!"​

    I stopped re-posting my mods here a while ago, but I'll make an exception for this one as I assume it may be interesting for people who usually don't use mods - I still remember a lot of people complaining about the issue of having AIs land very, very close to them. So this mod makes some changes to how Starting Plots are evaluated after the map is seeded, with the main goal of preventing sponsors to be clunked together and overall making better use of the whole map.

    The Features:
    - Sponsors will, if physically possible, no longer be spawned close to each other but instead get spread out around the map. In my testings this had a very high success-rate, almost never did I find myself in a situation where there were any AIs on the map that were not separated by at least ~10-12 tiles between them.
    - There's also a joke going around that you can predict where other Sponsors are going to land by looking at the areas with the least resources. (Which seems to be somewhat true and caused by the fact that Luxury Resources from Civ 5 have been removed from the Equation). I made some minor changes here, too - especially starting locations with few food-heavy base tiles get additional basic resources.
    - This mod overrides AssignStartingPlots.lua and will be incompatible with other mods that do the same


    Download: Steam Workshop - or use steamworkshopdownloader as an Alternative.
     

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