[TSL] Yet (not) Another Earth Maps Pack

Small update, the Giant earth is now 100% G&K friendly.

Download on civfanatics or steam workshop

v.16 (Oct 20, 2012)
- Minor changes to the Giant Earth Map (remove some mountains, prepare position of new natural wonders, redraw north Africa coast to allow placement of Malte...)
- Add G&K natural wonders on all maps
- Add G&K City States TSL for Giant Earth Map
- Set citrus and truffle restrictions for Giant Earth Map

edit: Also added a G+K version of YnAEMP City States and a small mod to keep only Spaced City states for YnAEMP & G+K


I lack time to update the positions on the other maps, are there people with minimal knowledge of WorldBuilder and XML editing that would like to help ?
 
I have a small suggestion. If a certain civ isn't included in the game, could you make it so that they are replaced by a city state? For example, if you don't include Sweden, the Stockholm city state appears. Or if you don't include the Netherlands, the Amsterdam city state takes its place. This would be useful for civilizations people never include in game because of the 22 player limit and the fact that they're so small (i.e. Korea). I would suggest having this option for the Netherlands, the Celts (i.e. Scotland), Korea, Sweden, Denmark, Austria, Polynesia, the Maya, the Huns (i.e. Hungary), Songhai and Inca. To me these are probably the least included on the map again because of the 22 player limit.

Another thing I noticed is that certain city states spawn more than others. For example Rome (at least on the Giant map) always has two city states above it which makes it hard for Rome to found more than 1 or two cities. Sometimes Brussels might not spawn at all. Is it possible to assign priorities to city states so that certain city states are more likely to spawn than others?
 
I can't directly control which CS will be in game (well, not without a lot of coding that would be obsolete when the DLL will be out), but the vanilla civ5 version of extended CS allowed placement of Madrid or other CS when the corresponding civilization was not installed.

About your second problem, use one of the YnAEMP CS mod for vanilla/G&K (keep only "spaced" CS), or raise the minimal separation value (will kill CS that are to close from a major civ at start).


And a small update for a critical bugfix if you use Civ5 vanilla:

v.17 (Oct 22, 2012)
- bugfix: new placement system for DLC Natural Wonders was crashing the mod when using vanilla civ5.

Available on Civfanatics and Steam Workshop
 
I can't directly control which CS will be in game (well, not without a lot of coding that would be obsolete when the DLL will be out), but the vanilla civ5 version of extended CS allowed placement of Madrid or other CS when the corresponding civilization was not installed.

About your second problem, use one of the YnAEMP CS mod for vanilla/G&K (keep only "spaced" CS), or raise the minimal separation value (will kill CS that are to close from a major civ at start).


And a small update for a critical bugfix if you use Civ5 vanilla:

v.17 (Oct 22, 2012)
- bugfix: new placement system for DLC Natural Wonders was crashing the mod when using vanilla civ5.

Available on Civfanatics and Steam Workshop

Really? Which CS mod for YnAEMP does this? I have G&K installed so the only mods I have running are "Yet (not) another Earth map packs" of course and Ynaemp City States for G&K.
 
Thanks for the update, Gedemon! This is my favorite Mod/Map, so that is much, much appreciated! Merci beaucoup! :goodjob:
 
What is the difference between these four files attached to the first post?

Ynaemp City States (v 5).civ5mod (12.8 KB, 1787 views)
Ynaemp City States Extended (v 3).civ5mod (12.8 KB, 1547 views)
Ynaemp City States Madeira (v 3).civ5mod (8.8 KB, 1216 views)
Ynaemp City States for G+K (v 1).civ5mod
 
What is the difference between these four files attached to the first post?

Ynaemp City States (v 5).civ5mod (12.8 KB, 1787 views)
Ynaemp City States Extended (v 3).civ5mod (12.8 KB, 1547 views)
Ynaemp City States Madeira (v 3).civ5mod (8.8 KB, 1216 views)
Ynaemp City States for G+K (v 1).civ5mod
1st is a selection of spaced CS for YnAEMP and vanilla civ5.
2nd is the 1st with more CS, positions can overlap.
3rd is a selection of ancient CS for the Giant earth Map
4th add a few CS to G&K (not compatible with vanilla civ5), mainly for African, Asian and America to help populate the Giant Earth Map.

Hi Gedemon, can you tell me where you put the coordinates for the new natural wonder placements? I want to move some of the natural wonders. Thanks!
Search g_NaturalWonderPlacement in YnaemDefines.lua
 
Hi, i got your map and I think its great, especially with the customised settings at the start.

One thing i've found is that civs tend to place cities great distances apart. Among others I had a Persia with 3 cities that stretched from their starting position right up into siberia, Siam with 4 cities that stretched from thier region right up to mongolia! Is this something you can control or is it just the AI not adjusting to a larger map?

Other than the patchwork civ's the maps excellent :)
 
soooo if I am using this mod in G&K I only need the G&K cs v1 placement?
Yes. And the optional "Only Spaced CS" mod if you want to keep only CS that start a bit away from others civs.

Hi, i got your map and I think its great, especially with the customised settings at the start.

One thing i've found is that civs tend to place cities great distances apart. Among others I had a Persia with 3 cities that stretched from their starting position right up into siberia, Siam with 4 cities that stretched from thier region right up to mongolia! Is this something you can control or is it just the AI not adjusting to a larger map?

Other than the patchwork civ's the maps excellent :)
I haven't touched that (yet), it the civ5 AI.

Note that I prefer it this way, just need a mod to allow faster culture expansion to fill the gaps.

Same here. No ocean resources.
Bad luck, let's see how many of each resources are placed on the Giant map (numbers could change a bit, but not on a major scale):

Code:
[1050012.777] WorldBuilderMapLoader: Counted [B]53 of RESOURCE_IRON[/B] placed on map
[1050012.793] WorldBuilderMapLoader: Counted 38 of RESOURCE_HORSE placed on map
[1050012.793] WorldBuilderMapLoader: Counted 61 of RESOURCE_OIL placed on map
[1050012.808] WorldBuilderMapLoader: Counted 41 of RESOURCE_URANIUM placed on map
[1050012.824] WorldBuilderMapLoader: Counted 37 of RESOURCE_ALUMINUM placed on map
[1050012.824] WorldBuilderMapLoader: Counted 47 of RESOURCE_COAL placed on map
[1050012.839] WorldBuilderMapLoader: Counted 0 of RESOURCE_JEWELRY placed on map
[1050012.855] WorldBuilderMapLoader: Counted 0 of RESOURCE_PORCELAIN placed on map
[1050012.871] WorldBuilderMapLoader: Counted 31 of RESOURCE_INCENSE placed on map
[1050012.871] WorldBuilderMapLoader: Counted 29 of RESOURCE_SUGAR placed on map
[1050012.886] WorldBuilderMapLoader: Counted 29 of RESOURCE_COTTON placed on map
[1050012.902] WorldBuilderMapLoader: Counted 28 of RESOURCE_WINE placed on map
[1050012.902] WorldBuilderMapLoader: Counted 16 of RESOURCE_COPPER placed on map
[1050012.917] WorldBuilderMapLoader: Counted 22 of RESOURCE_SALT placed on map
[1050012.917] WorldBuilderMapLoader: Counted 23 of RESOURCE_TRUFFLES placed on map
[1050012.933] WorldBuilderMapLoader: Counted 23 of RESOURCE_SILK placed on map
[1050012.949] WorldBuilderMapLoader: Counted 0 of RESOURCE_CHOCOLATE placed on map
[1050012.949] WorldBuilderMapLoader: Counted 0 of RESOURCE_TOBACCO placed on map
[1050012.964] WorldBuilderMapLoader: Counted [B]22 of RESOURCE_CRAB[/B] placed on map
[1050012.980] WorldBuilderMapLoader: Counted 0 of RESOURCE_MANUSCRIPT placed on map
[1050012.980] WorldBuilderMapLoader: Counted 29 of RESOURCE_CITRUS placed on map
[1050012.995] WorldBuilderMapLoader: Counted 0 of RESOURCE_TEA placed on map
[1050013.011] WorldBuilderMapLoader: Counted 24 of RESOURCE_SPICES placed on map
[1050013.011] WorldBuilderMapLoader: Counted 19 of RESOURCE_FUR placed on map
[1050013.027] WorldBuilderMapLoader: Counted 0 of RESOURCE_FURNITURE placed on map
[1050013.042] WorldBuilderMapLoader: Counted 25 of RESOURCE_DYE placed on map
[1050013.042] WorldBuilderMapLoader: Counted 22 of RESOURCE_MARBLE placed on map
[1050013.058] WorldBuilderMapLoader: Counted 165 of RESOURCE_STONE placed on map
[1050013.058] WorldBuilderMapLoader: Counted 0 of RESOURCE_GLASS placed on map
[1050013.073] WorldBuilderMapLoader: Counted 28 of RESOURCE_IVORY placed on map
[1050013.089] WorldBuilderMapLoader: Counted 155 of RESOURCE_DEER placed on map
[1050013.089] WorldBuilderMapLoader: Counted 37 of RESOURCE_SHEEP placed on map
[1050013.105] WorldBuilderMapLoader: Counted 69 of RESOURCE_WHEAT placed on map
[1050013.120] WorldBuilderMapLoader: Counted 43 of RESOURCE_COW placed on map
[1050013.120] WorldBuilderMapLoader: Counted 24 of RESOURCE_GEMS placed on map
[1050013.136] WorldBuilderMapLoader: Counted 31 of RESOURCE_BANANA placed on map
[1050013.151] WorldBuilderMapLoader: Counted [B]26 of RESOURCE_WHALE[/B] placed on map
[1050013.151] WorldBuilderMapLoader: Counted [B]125 of RESOURCE_FISH[/B] placed on map
[1050013.167] WorldBuilderMapLoader: Counted 24 of RESOURCE_GOLD placed on map
[1050013.183] WorldBuilderMapLoader: Counted [B]26 of RESOURCE_PEARLS[/B] placed on map
[1050013.183] WorldBuilderMapLoader: Counted 23 of RESOURCE_SILVER placed on map

But I agree than Europe being overcrowded, it should get more bonus resources.

And BTW if you have some maps on resources placement on the earth, I'd like to see them.
 
I haven't touched that (yet), it the civ5 AI.

Note that I prefer it this way, just need a mod to allow faster culture expansion to fill the gaps.

Ill try and get a screenshot but they were quite a way apart, far more than culture would bridge.
 
Can someone fix the Mediterranean maps? They're showing me 0 city states (G&K version) which makes them super empty.
 
So will we be seeing a version supporting all the civilizations, now that the .dll is out?

If so, I finally have reason to efficiently study in law school - so I can play this!
 
my first attempt at simply modifying the number of players in the define have failed (game crash on loading with major civs > 22 and during the AI turn if the number of City States is too high), so I'll wait for someone that actually knows what he is doing in C++ to say if it's possible or not.
 
just tried it with the patch and it will freeze as soon as i bombard from a city. not sure if its a patch problem or the mod not working properly with the new patch. anybody else having this problem?
 
my first attempt at simply modifying the number of players in the define have failed (game crash on loading with major civs > 22 and during the AI turn if the number of City States is too high), so I'll wait for someone that actually knows what he is doing in C++ to say if it's possible or not.
Bad luck! To be honest I wont even buy G&K if their wont be >22 civs.

But I'm sure someone knows to make this happen!
 
my first attempt at simply modifying the number of players in the define have failed (game crash on loading with major civs > 22 and during the AI turn if the number of City States is too high), so I'll wait for someone that actually knows what he is doing in C++ to say if it's possible or not.

Eagerly awaiting this! The giant earth map with >22 civs will be amazing! (Also slow, haha, but I'm not too worried).
 
Experimental 34 civs DLL release for G+K here.

Not compatible with map scripts.

Only 22 civs will have leader heads, the rest of the civs will show blank screens. I'm afraid it won't be fixed *soon*, I'll do a mod to replace all leader heads with statistic screen *later*.

And yes, AI turns will be long, be warned.

Report bugs on the mod's thread please.
 
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