Greizer85
Emperor
- Joined
- Mar 7, 2009
- Messages
- 1,210
EDIT: Version 1 removed after 265 downloads. What is attached now is the final version of this map; there won't be any more updates from me, barring significant unforeseen issues. My map will likely be added to Gedemon's YnAEMP mod sometime in the future, allowing you to pick the civs you want for each game at your leisure (among others things). As you wait, however (and if Gedemon chooses to update his mod in the first place), feel free to play on the finished map already. You may still alter the starting locations manually, if you wish; in the zip are included screenshots which show the correct locations for all the civs. Happy games! ![Smile :) :)](https://civfanatics-data.community.forum/assets/smilies/smile.gif)
EDIT2: It won't let me attach the file, since I already attached it to the YnAEMP thread... I wonder which idiot cooked up this hare-brained policy? Anyway here is the link to that post, so just download it from there:
http://forums.civfanatics.com/showpost.php?p=13288082&postcount=1589
--Greizer85
More pics. (Map also available on the Steam Workshop.)
[Disregard the problems discussed below; they should be sorted out now. Do report any problems with the map(s) though!]
'Zip', n. A short sharp whizzing sound, as of a passing bullet. ~ Dictionary.com (this is the sound of my map loading
)
"What is drama but life with the dull bits cut out?" ~ Alfred Hitchcock (Civ V tech quote)
On this map, Hitchcock's zippety-zap philosophy is surgically applied to the world's oceans and tundra, i.e. they have been cut out for the most part. Now you can actually run the map without a supercomputer, and you have time to use your navy before it goes obsolete! Much less useless AI cities, too; as we all know the AI loves to settle in the tundra. (For the same reason -- AI settlement idiocy -- there are no one-tile islands on the map.)
The overall design philosophy of the map follows roughly the same lines. Gameplay takes priority over realism in every respect; however I did my best to keep landforms recognizable and terrain as realistic as I could. I think my best is very good indeed (and the ~500 hours I spent making the map certainly helped), but you be the judge and feedback is much appreciated! No map is perfect but I aim to get as close to it as possible.
A 'few' things of note about the map:
1) General Info
2) Terrain Inaccuracies
(Prepare for a looong list... This is mostly academic and ruins a few surprises, so only read if you are a fellow map-maker, or otherwise obsessed person!)
3) Political Inaccuracies and City State Placement Rationale
4) Resource Inaccuracies and Rationale for Resource Placement
5) About Multiplayer
6) Speed and Prospect of Updates for the Map
7) Future Maps From Me?
8) TL;DR:
8.1.
The map = 5 x Awesome!![Big Grin :D :D](https://civfanatics-data.community.forum/assets/smilies/biggrin.gif)
8.2.
Please report on the following, if you have time:
--- Resource balance (strategic, luxuries, food/production)
--- Amount of rivers outside of Europe (how hard is it to do combat?)
--- Balance of starting locations / natural expansion areas
--- Too much Atolls for Japan?
--- Etc; anything you can think of! Note that I won't mod the civs, units, techs etc; I will only modify the map based on your feedback! You are free to do other modifications, but for now don’t expect me to help with that.
Without further ado (and this has certainly been enough), good luck and have fun playing on the map!![Cool :cool: :cool:](https://civfanatics-data.community.forum/assets/smilies/cool.gif)
![good job :goodjob: :goodjob:](/images/smilies/goodwork.gif)
--- Greizer85
![Smile :) :)](https://civfanatics-data.community.forum/assets/smilies/smile.gif)
EDIT2: It won't let me attach the file, since I already attached it to the YnAEMP thread... I wonder which idiot cooked up this hare-brained policy? Anyway here is the link to that post, so just download it from there:
http://forums.civfanatics.com/showpost.php?p=13288082&postcount=1589
--Greizer85
Spoiler :
![bmQIqN2h.jpg](/proxy.php?image=http%3A%2F%2Fi.imgur.com%2FbmQIqN2h.jpg&hash=fd38a1a479924744e2c5091c2f5c3045)
[Disregard the problems discussed below; they should be sorted out now. Do report any problems with the map(s) though!]
'Zip', n. A short sharp whizzing sound, as of a passing bullet. ~ Dictionary.com (this is the sound of my map loading
![Big Grin :D :D](https://civfanatics-data.community.forum/assets/smilies/biggrin.gif)
"What is drama but life with the dull bits cut out?" ~ Alfred Hitchcock (Civ V tech quote)
On this map, Hitchcock's zippety-zap philosophy is surgically applied to the world's oceans and tundra, i.e. they have been cut out for the most part. Now you can actually run the map without a supercomputer, and you have time to use your navy before it goes obsolete! Much less useless AI cities, too; as we all know the AI loves to settle in the tundra. (For the same reason -- AI settlement idiocy -- there are no one-tile islands on the map.)
The overall design philosophy of the map follows roughly the same lines. Gameplay takes priority over realism in every respect; however I did my best to keep landforms recognizable and terrain as realistic as I could. I think my best is very good indeed (and the ~500 hours I spent making the map certainly helped), but you be the judge and feedback is much appreciated! No map is perfect but I aim to get as close to it as possible.
A 'few' things of note about the map:
1) General Info
Spoiler :
1.0.
The map dimensions are 59 x 98 = 5,782 tiles; larger than a Standard map (52x80 = 4,160), but smaller than a Large map (64x104 = 6,656) by a fair margin. This should ensure adequate performance on most current computers. I suggest turning off animations and/or ending turn in Strategic View in the late game should you experience late-game slowdown; these tricks have been known to help with it for some time now.
1.1.
The game settings (in all versions) are as follows:
Game Speed = Standard
Quick Movement = On
Quick Battles = On
Start Era = Ancient
If you wish to modify the settings, just open the map in World Builder and click 'Scenario Properties'. Note that although you can click on the Game Speed button within the game, it won't have any actual effect! The only way to change Game Speed is to edit the map in WB. You can blame Firaxis for this bug... Nothing I can do about it, unfortunately.
1.2.
There are 5 versions of the map included. The first 3 have three different mixes of 22 civs (the max number of civs allowed without turning the map into a mod); the 'Colonial' version has no civs in the Americas, only City States; and finally the 'Imperial' version has lots of room for certain civs to spawn runaway superpowers (in order to provide a challenge in the late game). The rest are cramped together and at a disadvantage; you may choose to play as an underdog or as an Imperial power, whichever you prefer.
The different versions are necessary because Civ V does not allow you to choose the wanted civs individually in the game setup phase (barring modding, which I won't do for now). Blame Firaxis for the inconvenience (both yours and mine).
1.3.
The civs on the various maps are as follows:
1.4.
Civs not on the map in any version:
Sweden (Mea maxima culpa but it cannot be helped. Those City States are needed and even two extra hexes to the north would vastly expand the Russian tundra.)
Danes (Again too cramped - and let's face it, who would even want to play as them? If Firaxis revamps them, then I may think of a way to include them.)
1.5.
There are 25 City States on the map (5 of each type), in all versions except the Colonial one (26).
1.5.1.
The City States are as follows:
The map dimensions are 59 x 98 = 5,782 tiles; larger than a Standard map (52x80 = 4,160), but smaller than a Large map (64x104 = 6,656) by a fair margin. This should ensure adequate performance on most current computers. I suggest turning off animations and/or ending turn in Strategic View in the late game should you experience late-game slowdown; these tricks have been known to help with it for some time now.
1.1.
The game settings (in all versions) are as follows:
Game Speed = Standard
Quick Movement = On
Quick Battles = On
Start Era = Ancient
If you wish to modify the settings, just open the map in World Builder and click 'Scenario Properties'. Note that although you can click on the Game Speed button within the game, it won't have any actual effect! The only way to change Game Speed is to edit the map in WB. You can blame Firaxis for this bug... Nothing I can do about it, unfortunately.
1.2.
There are 5 versions of the map included. The first 3 have three different mixes of 22 civs (the max number of civs allowed without turning the map into a mod); the 'Colonial' version has no civs in the Americas, only City States; and finally the 'Imperial' version has lots of room for certain civs to spawn runaway superpowers (in order to provide a challenge in the late game). The rest are cramped together and at a disadvantage; you may choose to play as an underdog or as an Imperial power, whichever you prefer.
The different versions are necessary because Civ V does not allow you to choose the wanted civs individually in the game setup phase (barring modding, which I won't do for now). Blame Firaxis for the inconvenience (both yours and mine).
1.3.
The civs on the various maps are as follows:
Spoiler :
[table="head"]Basic A|Basic B|Basic C|Imperial|Colonial
America|Austria|America|America (Empire)|Arabia
Arabia|Babylon|Assyria|Brazil (Empire)|Babylon
Aztec|Brazil|Aztec|China (Empire)|China
Brazil|China|Brazil|Persia (Empire)|Egypt
Byzantium|Egypt|Carthage|Polynesia (Empire)|English
China|Ethiopia|Celts|Russia (Empire)|Ethiopia
Egypt|Greece|China|Zulu (Empire)|Germany
England|Inca|Egypt||India
Ethiopia|India|France|Spain|Indonesia
France|Indonesia|Inca|Austria|Japan
Germany|Iroquois|India|Byzantium|Korea
Inca|Maya|Indonesia|Carthage|Morocco
India|Morocco|Korea|Celts|Ottomans
Indonesia|Netherlands|Ottomans|English|Portugal
Japan|Polynesia|Poland|France|Russia
Mongols|Rome|Polynesia|Germany|Siam
Persia|Russia|Russia|Greece|Songhai
Portugal|Shoshone|Shoshone|Morocco|Spain
Russia|Siam|Songhai|Poland|The Huns
Shoshone|Spain|The Huns|Portugal|The Netherlands
Songhai|The Huns|Venice|Rome|Venice
Zulu|Zulu|Zulu|The Netherlands|Zulu[/TABLE]
(NOTE for the Colonial version: For once the New World is truly worth colonizing! Trust me, you won't be disappointed!)
America|Austria|America|America (Empire)|Arabia
Arabia|Babylon|Assyria|Brazil (Empire)|Babylon
Aztec|Brazil|Aztec|China (Empire)|China
Brazil|China|Brazil|Persia (Empire)|Egypt
Byzantium|Egypt|Carthage|Polynesia (Empire)|English
China|Ethiopia|Celts|Russia (Empire)|Ethiopia
Egypt|Greece|China|Zulu (Empire)|Germany
England|Inca|Egypt||India
Ethiopia|India|France|Spain|Indonesia
France|Indonesia|Inca|Austria|Japan
Germany|Iroquois|India|Byzantium|Korea
Inca|Maya|Indonesia|Carthage|Morocco
India|Morocco|Korea|Celts|Ottomans
Indonesia|Netherlands|Ottomans|English|Portugal
Japan|Polynesia|Poland|France|Russia
Mongols|Rome|Polynesia|Germany|Siam
Persia|Russia|Russia|Greece|Songhai
Portugal|Shoshone|Shoshone|Morocco|Spain
Russia|Siam|Songhai|Poland|The Huns
Shoshone|Spain|The Huns|Portugal|The Netherlands
Songhai|The Huns|Venice|Rome|Venice
Zulu|Zulu|Zulu|The Netherlands|Zulu[/TABLE]
(NOTE for the Colonial version: For once the New World is truly worth colonizing! Trust me, you won't be disappointed!)
1.4.
Civs not on the map in any version:
Sweden (Mea maxima culpa but it cannot be helped. Those City States are needed and even two extra hexes to the north would vastly expand the Russian tundra.)
Danes (Again too cramped - and let's face it, who would even want to play as them? If Firaxis revamps them, then I may think of a way to include them.)
1.5.
There are 25 City States on the map (5 of each type), in all versions except the Colonial one (26).
1.5.1.
The City States are as follows:
Spoiler :
Basic versions / Imperial:
Asia:
Lhasa (Religious) Marble, Gems
Almaty (Militaristic) Salt, Silver
Kyzyl (Cultured) Salt, Silk
Singapore (Mercantile) Pearls, Sugar
Manila (Maritime) Crabs, Dyes
Sukotra [Jerusalem] (Religious) Pearls, Incense
Wellington (Maritime) Whales, Crabs
Aborigines* [Hanoi] (Militaristic) Salt, Copper
Americas:
Buenos Aires (Cultured) Whales, Truffles
Panama City (Maritime) Pearls, Crabs
Cabo San Lucas (Religious) Salt, Pearls
Trinidad [Colombo] (Mercantile) Sugar, Cotton
Iqaluit [Sidon] (Militaristic) Salt, Silver
Nunavut [Bogota] (Cultured) Furs, Crabs
Europe:
Stockholm [Belgrade] (Militaristic) Crabs, Dyes
Oslo [Bratislava] (Cultured) Whales, Gold
Sardinia/Vatican [Vatican City] (Religious) Dyes, Crabs
Madeira [Tyre] (Mercantile) Spices, Whales
Benghazi [Byblos] (Maritime) Salt, Pearls
Africa:
M'Banza Kongo (Militaristic) Salt, Copper
Antanarivo (Mercantile) Sugar, Citrus
Cape Town (Maritime) Wine, Gold
Zanzibar (Mercantile) Spices, Pearls
Mauritius [Monaco] (Cultured) Cotton, Pearls
Ife/Bioko (Religious) Sugar, Pearls
(5 of each type.)
(* Although a 'city state' is the very antithesis to their way of life, the Aborigines represent trade with the vast tribal areas of Australia. And take up a useless spot of land that would be a blight on the landscape otherwise.
)
Colonial version:
Asia:
Lhasa (Religious) Marble, Gems
Almaty (Militaristic) Salt, Silver
Singapore (Mercantile) Pearls, Sugar
Manila (Maritime) Crabs, Dyes
Aborigines [Hanoi] (Militaristic) Salt, Copper
Honolulu [Ur] (Maritime) Pearls, Crabs, Whales
Americas:
Buenos Aires (Cultured) Whales, Truffles
Panama City (Maritime) Pearls, Crabs
Trinidad [Colombo] (Mercantile) Sugar, Cotton
Iqaluit [Sidon] (Militaristic) Salt, Silver
Nunavut [Bogota] (Cultured) Furs, Crabs
Onondaga [Byblos] (Maritime)
Rio de Janeiro [Wellington] (Maritime)
Tenochtitlan [Jerusalem] (Religious)
Cahokia [Wittenberg] (Religious)
Cuzco [Monaco] (Cultural)
Palenque [Kyzyl] (Cultural)
Moson Kahni [M'Banza Kongo] (Militaristic)
(I'm not going to list all their resources... Rest assured there are many!)
Europe:
Stockholm [Belgrade] (Militaristic) Crabs, Dyes
Oslo [Bratislava] (Cultured) Whales, Gold
Sardinia/Vatican [Vatican City] (Religious) Dyes, Crabs
Madeira [Tyre] (Mercantile) Spices, Whales
Africa:
Antanarivo (Mercantile) Sugar, Citrus
Cape Town (Maritime) Wine, Gold
Zanzibar (Mercantile) Spices, Pearls
Ife/Bioko (Religious) Sugar, Pearls
(5 every other type, 6 Maritimes.)
Asia:
Lhasa (Religious) Marble, Gems
Almaty (Militaristic) Salt, Silver
Kyzyl (Cultured) Salt, Silk
Singapore (Mercantile) Pearls, Sugar
Manila (Maritime) Crabs, Dyes
Sukotra [Jerusalem] (Religious) Pearls, Incense
Wellington (Maritime) Whales, Crabs
Aborigines* [Hanoi] (Militaristic) Salt, Copper
Americas:
Buenos Aires (Cultured) Whales, Truffles
Panama City (Maritime) Pearls, Crabs
Cabo San Lucas (Religious) Salt, Pearls
Trinidad [Colombo] (Mercantile) Sugar, Cotton
Iqaluit [Sidon] (Militaristic) Salt, Silver
Nunavut [Bogota] (Cultured) Furs, Crabs
Europe:
Stockholm [Belgrade] (Militaristic) Crabs, Dyes
Oslo [Bratislava] (Cultured) Whales, Gold
Sardinia/Vatican [Vatican City] (Religious) Dyes, Crabs
Madeira [Tyre] (Mercantile) Spices, Whales
Benghazi [Byblos] (Maritime) Salt, Pearls
Africa:
M'Banza Kongo (Militaristic) Salt, Copper
Antanarivo (Mercantile) Sugar, Citrus
Cape Town (Maritime) Wine, Gold
Zanzibar (Mercantile) Spices, Pearls
Mauritius [Monaco] (Cultured) Cotton, Pearls
Ife/Bioko (Religious) Sugar, Pearls
(5 of each type.)
(* Although a 'city state' is the very antithesis to their way of life, the Aborigines represent trade with the vast tribal areas of Australia. And take up a useless spot of land that would be a blight on the landscape otherwise.
![Stick Out Tongue :p :p](https://civfanatics-data.community.forum/assets/smilies/tongue.gif)
Colonial version:
Asia:
Lhasa (Religious) Marble, Gems
Almaty (Militaristic) Salt, Silver
Singapore (Mercantile) Pearls, Sugar
Manila (Maritime) Crabs, Dyes
Aborigines [Hanoi] (Militaristic) Salt, Copper
Honolulu [Ur] (Maritime) Pearls, Crabs, Whales
Americas:
Buenos Aires (Cultured) Whales, Truffles
Panama City (Maritime) Pearls, Crabs
Trinidad [Colombo] (Mercantile) Sugar, Cotton
Iqaluit [Sidon] (Militaristic) Salt, Silver
Nunavut [Bogota] (Cultured) Furs, Crabs
Onondaga [Byblos] (Maritime)
Rio de Janeiro [Wellington] (Maritime)
Tenochtitlan [Jerusalem] (Religious)
Cahokia [Wittenberg] (Religious)
Cuzco [Monaco] (Cultural)
Palenque [Kyzyl] (Cultural)
Moson Kahni [M'Banza Kongo] (Militaristic)
(I'm not going to list all their resources... Rest assured there are many!)
Europe:
Stockholm [Belgrade] (Militaristic) Crabs, Dyes
Oslo [Bratislava] (Cultured) Whales, Gold
Sardinia/Vatican [Vatican City] (Religious) Dyes, Crabs
Madeira [Tyre] (Mercantile) Spices, Whales
Africa:
Antanarivo (Mercantile) Sugar, Citrus
Cape Town (Maritime) Wine, Gold
Zanzibar (Mercantile) Spices, Pearls
Ife/Bioko (Religious) Sugar, Pearls
(5 every other type, 6 Maritimes.)
2) Terrain Inaccuracies
(Prepare for a looong list... This is mostly academic and ruins a few surprises, so only read if you are a fellow map-maker, or otherwise obsessed person!)
Spoiler :
Much to my chagrin, despite my best efforts quite a few sacrifices had to be made in order to realize my vision for the map. In no particular order, these are the following (and dozens I doubtlessly forget):
2.0.
As stated in the very beginning, the oceans of the world are gone for the most part. The tedium of moving a large army or fleet over the ocean on large maps is astounding in Civ V (imo). While that is really the fault of Firaxis, I'm amazed that only one other world map maker had thought of my solution so far.
2.1.
South America is cut off somewhere around Buenos Aires. Had to be done to cut the map down to size, but it looks very ugly indeed. Sorry.
2.2.
To compensate for the loss of navigability around the tip of S. America, the Panama Channel is open water on this map. Gotta love it when one ugly flaw leads directly to another. I could have made the 'stump' of S. America navigable instead, but I judged that simply too weird and unimmersive. Feel free to convince me otherwise if you think you should.
2.3.
Similarly to South America, Canada and Eurasia lack quite a bit of territory. This had to be done in order to keep the map size down. In Canada and Russia this mostly helps as it clears out useless tundra, but the loss of Sweden and the northern bit of England are annoying indeed. As well, I like to found Murmansk and Arkangelsk on world maps. Alas there is no feasible solution as of this moment.
2.4.
Although I applied all the cramming-related knowledge I had from my days as a uni student and a warehouse worker, Sicily, Gotland, and quite a few other islands are nowhere to be found on the map. The issue: space, as usual. I will just have to hope that no Godfathers play on this map.
2.5.
A few real-life mountains are hills or hills are mountains where appropriate. E.g. the passage from China to India or vice versa would be next to impossible without some mountains being turned into hills. A glaring case of gameplay over realism; on many maps there are impregnable chokepoints in mountainous areas that can't be cleared without crippling losses before Artillery. While I think this is a flaw of the game in its current state, I have taken every measure to ensure that most places are conquerable with reasonable effort. Not *easy* to conquer necessarily, but doable.
2.6.
The amount of rivers has been toned down a bit in large and easily settleable areas. This is both to ease movement and conquest and to make Europe have an economic edge with its many river tiles. I must say it's a pity that rivers currently only benefit land trade routes; hopefully Firaxis will reconsider this decision at some point, as nearly all the cities in Europe are coastal, rendering the benefit questionable at present. At least all European cities can have Gardens and Water Mills.
2.7.
The coasts on the map are two tiles wide wherever possible (Americas cannot be reached before Astronomy, which means some coasts had to be 1 tile wide only). This is simply in order for early ships to be able to pass each other. Normally with 1-tile wide coasts, if there are two AI ships in a row and your ship has no extra sight, it is impossible to pass the two ships even if you have enough movements points. Highly annoying, hence very unlikely on my map.
If you do encounter four ships in a tight cluster, preventing passage, it is likely that they will disperse in a single turn, whereas with a 1-tile wide coast you might never get through.
2.8.
Berlin is located on the coast. This is to make them able to use the new Hanse UB which was added in the Fall Patch. There is no room for City States on the mainland and Oslo and Stockholm are coastal, so Berlin must be, too. You might argue that one could found Hamburg or Königsberg to take care of one's trading needs, but I like playing as Germany and their capital would be too lackluster if it were to be one tile away from the coast. Sue me, I've got Bismarck as my lawyer.
2.9.
There are several inaccessible Atolls on the map. They're generally in areas where I thought it inappropriate to make a one-tile island (and I wanted to avoid those because the AI loves to settle there), yet I didn't want to leave the spot empty either. Consider them flavor/embellishment. I rather like the Atoll graphic, although I tend to play mostly in Strategic View these days.
2.10.
All islands that are one-tile sized irl have three tiles on the map. This is to provide space for landing in the event of attack, and also to make the isles more useful (again the AI loves to settle on them).
2.11.
The tropical islands in the Pacific have Grassland Jungles on them. Would you like a coconut, sir? I knew you would; I like them too. As well as the fact that these islands are now a bit less useless than before.
2.12.
All the world's lakes have plenty of fish in them. Lake tiles are some of the most useless tiles in the game; this gives them a nice 50 % buff, although it's too bad you cannot make Work Boats into lakes. This indirectly buffs Japan as they can make the boats with their Samurais; however there are next to no lakes in their starting area.
2.13.
Speaking of lakes, there are three near the Aztec capital that are wildly out of scale. I wanted to give Monty some way to use his special building, and saw some other map maker use this trick. Thank you for the nice idea, whoever you are (sorry but I forgot which map it was).
2.14.
Similarly, I wanted to give the Incas a leg up, so their starting area is anything but geographically accurate. Instead of the normal 'huge solid block of mountains' solution, I went for a 'central hill plateau' concept that ensures you can spam Terrace Farms to your heart's content. Great for flavor, but it may need a nerf as the amount of possible farms may be too big. Only play-testing will reveal this, so, be my guest and play as the mighty Incas!
2.15.
The amount of Fish and Atolls on the map may make Japan overpowered due to their new cultural powers. However I won't nerf the amount of Atolls unless I absolutely have to, as 1) Japan has spent enough time as an underdog, and 2) more importantly, removing the Atolls would nerf the seas too much for any other civ to bother with settlement. It's touch-and-go as it is, even with the humoungous amount of Atolls and the cocos-jungles.
2.16.
Europe is huge, duh. Took me long enough to remember it...
No rationale is needed if you've ever played on a non-megahuge world map. It’s still too small, especially the British Isles; but what can you do about it (other than redo the whole map, which I won’t, hopefully, ever ![crazy eyes :crazyeye: :crazyeye:](/images/smilies/crazyeyes.gif)
)?
2.17.
The rivers on the map might still be a tad too many. Thing is, it took me 50 hours to place and then re-re-re-re-place them (and the system for this is horrible, clouding your vision at the crucial moments!), so I simply hadn't the heart to delete too many of them. Do report how your conquests go; if they're too dire, I'll tone down the amount of rivers.
2.18.
There are free Moais on Easter Island and a Kasbah near Alamut in the Middle East (google it if you haven't heard about it!). What can I say, I like flavor, ahem. Also, on the Colonial map there are some surprises in the New World and even in the Pacific Ocean (no peeking!^^)... You may want to bring your Archeologist, but beware what artifacts you take with you to your museums. The birds go tekeli-li! over that island...![Eek! :eek: :eek:](/images/smilies/eek.gif)
2.19.
The vegetative zones of the world are partly of questionable accuracy, especially in Africa. It’s very hard to do them when every map book has drastically different data. If you live in the desert and I have it as plains on my map, feel free to chime in; in fact I insist upon it!
2.20.
There are next to no resources in the Sahara. I didn’t want to encourage settlement there, but it may be a bit too barren right now.
--- Etc etc... I could spend a week listing all the hiccups and not be done with it! I can't actually play on my map because all I can see is glaring errors everywhere.
2.0.
As stated in the very beginning, the oceans of the world are gone for the most part. The tedium of moving a large army or fleet over the ocean on large maps is astounding in Civ V (imo). While that is really the fault of Firaxis, I'm amazed that only one other world map maker had thought of my solution so far.
2.1.
South America is cut off somewhere around Buenos Aires. Had to be done to cut the map down to size, but it looks very ugly indeed. Sorry.
2.2.
To compensate for the loss of navigability around the tip of S. America, the Panama Channel is open water on this map. Gotta love it when one ugly flaw leads directly to another. I could have made the 'stump' of S. America navigable instead, but I judged that simply too weird and unimmersive. Feel free to convince me otherwise if you think you should.
2.3.
Similarly to South America, Canada and Eurasia lack quite a bit of territory. This had to be done in order to keep the map size down. In Canada and Russia this mostly helps as it clears out useless tundra, but the loss of Sweden and the northern bit of England are annoying indeed. As well, I like to found Murmansk and Arkangelsk on world maps. Alas there is no feasible solution as of this moment.
2.4.
Although I applied all the cramming-related knowledge I had from my days as a uni student and a warehouse worker, Sicily, Gotland, and quite a few other islands are nowhere to be found on the map. The issue: space, as usual. I will just have to hope that no Godfathers play on this map.
![Big Grin :D :D](https://civfanatics-data.community.forum/assets/smilies/biggrin.gif)
2.5.
A few real-life mountains are hills or hills are mountains where appropriate. E.g. the passage from China to India or vice versa would be next to impossible without some mountains being turned into hills. A glaring case of gameplay over realism; on many maps there are impregnable chokepoints in mountainous areas that can't be cleared without crippling losses before Artillery. While I think this is a flaw of the game in its current state, I have taken every measure to ensure that most places are conquerable with reasonable effort. Not *easy* to conquer necessarily, but doable.
2.6.
The amount of rivers has been toned down a bit in large and easily settleable areas. This is both to ease movement and conquest and to make Europe have an economic edge with its many river tiles. I must say it's a pity that rivers currently only benefit land trade routes; hopefully Firaxis will reconsider this decision at some point, as nearly all the cities in Europe are coastal, rendering the benefit questionable at present. At least all European cities can have Gardens and Water Mills.
2.7.
The coasts on the map are two tiles wide wherever possible (Americas cannot be reached before Astronomy, which means some coasts had to be 1 tile wide only). This is simply in order for early ships to be able to pass each other. Normally with 1-tile wide coasts, if there are two AI ships in a row and your ship has no extra sight, it is impossible to pass the two ships even if you have enough movements points. Highly annoying, hence very unlikely on my map.
![Smile :) :)](https://civfanatics-data.community.forum/assets/smilies/smile.gif)
2.8.
Berlin is located on the coast. This is to make them able to use the new Hanse UB which was added in the Fall Patch. There is no room for City States on the mainland and Oslo and Stockholm are coastal, so Berlin must be, too. You might argue that one could found Hamburg or Königsberg to take care of one's trading needs, but I like playing as Germany and their capital would be too lackluster if it were to be one tile away from the coast. Sue me, I've got Bismarck as my lawyer.
![Wink ;) ;)](https://civfanatics-data.community.forum/assets/smilies/wink.gif)
2.9.
There are several inaccessible Atolls on the map. They're generally in areas where I thought it inappropriate to make a one-tile island (and I wanted to avoid those because the AI loves to settle there), yet I didn't want to leave the spot empty either. Consider them flavor/embellishment. I rather like the Atoll graphic, although I tend to play mostly in Strategic View these days.
2.10.
All islands that are one-tile sized irl have three tiles on the map. This is to provide space for landing in the event of attack, and also to make the isles more useful (again the AI loves to settle on them).
2.11.
The tropical islands in the Pacific have Grassland Jungles on them. Would you like a coconut, sir? I knew you would; I like them too. As well as the fact that these islands are now a bit less useless than before.
2.12.
All the world's lakes have plenty of fish in them. Lake tiles are some of the most useless tiles in the game; this gives them a nice 50 % buff, although it's too bad you cannot make Work Boats into lakes. This indirectly buffs Japan as they can make the boats with their Samurais; however there are next to no lakes in their starting area.
2.13.
Speaking of lakes, there are three near the Aztec capital that are wildly out of scale. I wanted to give Monty some way to use his special building, and saw some other map maker use this trick. Thank you for the nice idea, whoever you are (sorry but I forgot which map it was).
2.14.
Similarly, I wanted to give the Incas a leg up, so their starting area is anything but geographically accurate. Instead of the normal 'huge solid block of mountains' solution, I went for a 'central hill plateau' concept that ensures you can spam Terrace Farms to your heart's content. Great for flavor, but it may need a nerf as the amount of possible farms may be too big. Only play-testing will reveal this, so, be my guest and play as the mighty Incas!
2.15.
The amount of Fish and Atolls on the map may make Japan overpowered due to their new cultural powers. However I won't nerf the amount of Atolls unless I absolutely have to, as 1) Japan has spent enough time as an underdog, and 2) more importantly, removing the Atolls would nerf the seas too much for any other civ to bother with settlement. It's touch-and-go as it is, even with the humoungous amount of Atolls and the cocos-jungles.
2.16.
Europe is huge, duh. Took me long enough to remember it...
![lol :lol: :lol:](https://civfanatics-data.community.forum/assets/smilies/lol.gif)
![crazy eyes :crazyeye: :crazyeye:](/images/smilies/crazyeyes.gif)
![Twitch :twitch: :twitch:](/images/smilies/twitch.gif)
2.17.
The rivers on the map might still be a tad too many. Thing is, it took me 50 hours to place and then re-re-re-re-place them (and the system for this is horrible, clouding your vision at the crucial moments!), so I simply hadn't the heart to delete too many of them. Do report how your conquests go; if they're too dire, I'll tone down the amount of rivers.
2.18.
There are free Moais on Easter Island and a Kasbah near Alamut in the Middle East (google it if you haven't heard about it!). What can I say, I like flavor, ahem. Also, on the Colonial map there are some surprises in the New World and even in the Pacific Ocean (no peeking!^^)... You may want to bring your Archeologist, but beware what artifacts you take with you to your museums. The birds go tekeli-li! over that island...
![Eek! :eek: :eek:](/images/smilies/eek.gif)
2.19.
The vegetative zones of the world are partly of questionable accuracy, especially in Africa. It’s very hard to do them when every map book has drastically different data. If you live in the desert and I have it as plains on my map, feel free to chime in; in fact I insist upon it!
2.20.
There are next to no resources in the Sahara. I didn’t want to encourage settlement there, but it may be a bit too barren right now.
--- Etc etc... I could spend a week listing all the hiccups and not be done with it! I can't actually play on my map because all I can see is glaring errors everywhere.
![lol :lol: :lol:](https://civfanatics-data.community.forum/assets/smilies/lol.gif)
3) Political Inaccuracies and City State Placement Rationale
Spoiler :
3.0.
As stated before, there are 25 City States on the map (5 of each type), in all versions except the Colonial one (26), so you may have to fight for them (as it should be, imo). The map is very cramped as it is and I dislike City States taking up prime city spots, so I didn't include more. This also means that CSs are mostly 'tucked away' in remote and/or inhospitable regions of the map (except on the Colonization map, where they occupy prime territory in the Americas). Imo it's better than to let the AI settle in the barren wastes and cripple itself. It is already hard enough to move on a world map due to the numerous rivers and mountain ranges; City States make many world maps almost unnavigable in many areas. On my map this won't be a problem.
It helps with the worker steal exploit, too, to have most CSs on small islands. This way you will need Optics to capture their worker, at which point the benefit is much less pronounced than in the very beginning. Some CSs are located inland and their workers are readily snatchable (Almaty, Kyzyl, Benghazi, M'Banza Kongo, Singapore, Nunavut, Buenos Aires), but I urge you to refrain as it's a really cheesy tactic. At least with most civs you won't have the option.
An annoying issue that cropped up concerns the naming of the City States. I guess I'd have to make the map into a mod to be able to rename City States properly. You can do it in WB (and I did for the Americas in the Colonial version), but there is a grave problem: the new name only applies to the CS *on the map*. All their dialogues keep using the default name, leading to mucho confusion.
If someone can mod the map to rename the appropriate CSs, I'd be most grateful; as it is now, many CSs are 'represented' by the closest geographically extant City State in the game (or just a random one when I couldn’t be bothered), which in many cases isn't pretty and never makes much sense. Regardless, I thought it to be a lesser evil to have e.g. Jerusalem in the Indian Ocean than have players not finding it where it's supposed to be.
3.1.
Other ‘political’ inaccuracies (depending on p.o.v.) include the placement of Berlin on the coast (mentioned earlier in the Terrain portion), and the placement of Madrid on the coast in the Colonial version. This was done to facilitate AI colonization of the New World as Spain, as well as to give Portugal breathing room, since it too is included on that map. Feel free to rename Madrid to Navarre if playing as Spain.
As stated before, there are 25 City States on the map (5 of each type), in all versions except the Colonial one (26), so you may have to fight for them (as it should be, imo). The map is very cramped as it is and I dislike City States taking up prime city spots, so I didn't include more. This also means that CSs are mostly 'tucked away' in remote and/or inhospitable regions of the map (except on the Colonization map, where they occupy prime territory in the Americas). Imo it's better than to let the AI settle in the barren wastes and cripple itself. It is already hard enough to move on a world map due to the numerous rivers and mountain ranges; City States make many world maps almost unnavigable in many areas. On my map this won't be a problem.
It helps with the worker steal exploit, too, to have most CSs on small islands. This way you will need Optics to capture their worker, at which point the benefit is much less pronounced than in the very beginning. Some CSs are located inland and their workers are readily snatchable (Almaty, Kyzyl, Benghazi, M'Banza Kongo, Singapore, Nunavut, Buenos Aires), but I urge you to refrain as it's a really cheesy tactic. At least with most civs you won't have the option.
An annoying issue that cropped up concerns the naming of the City States. I guess I'd have to make the map into a mod to be able to rename City States properly. You can do it in WB (and I did for the Americas in the Colonial version), but there is a grave problem: the new name only applies to the CS *on the map*. All their dialogues keep using the default name, leading to mucho confusion.
If someone can mod the map to rename the appropriate CSs, I'd be most grateful; as it is now, many CSs are 'represented' by the closest geographically extant City State in the game (or just a random one when I couldn’t be bothered), which in many cases isn't pretty and never makes much sense. Regardless, I thought it to be a lesser evil to have e.g. Jerusalem in the Indian Ocean than have players not finding it where it's supposed to be.
3.1.
Other ‘political’ inaccuracies (depending on p.o.v.) include the placement of Berlin on the coast (mentioned earlier in the Terrain portion), and the placement of Madrid on the coast in the Colonial version. This was done to facilitate AI colonization of the New World as Spain, as well as to give Portugal breathing room, since it too is included on that map. Feel free to rename Madrid to Navarre if playing as Spain.
4) Resource Inaccuracies and Rationale for Resource Placement
Spoiler :
4.0.
As with everything, the accuracy of resource placement took a backseat to gameplay considerations. There are Spices in Odessa (needed 1 more unique lux in Russia), Horses in America (give Comanche Riders a chance!), etc. In a game where Pocatello lives for 4,000 years, I feel it's not too much of a stretch to let him ride a Horse without buying it.
4.1.
There are c. 18 copies of every Luxury available on the map (excluding Jewelry and Porcelain, plus Indonesia's unique luxes), with minor variations*. I may lessen this amount based on playtesting; but I don't want the map too barren. Nothing frustrates me more than swathes of empty land not worth settling on a TSL world map. Ideally you should have to go to war to get enough luxuries, or rely on City States of trade for them; but for now I'm too tired of editing the map so we'll go with these resources and see if they're too much or not. Each CS currently has 2 luxuries, and very few strategics; I may choose to move more resources to City States in the future.
(* Salt is a special case in that most Salts are located in Desert; the few Plains or Grassland Salts are there to boost otherwise poor starting locations (Shoshone, Germany, Netherlands). Marble is special, too, in that it's placed under many capitals to make up for lack or production/adjacent mountain/river/etc.)
4.2.
With strategic resources I was perhaps a bit more stingy; Oil in particular might be hard to come by for some civs. After a few play-throughs you will know where it is, so you can concentrate on getting it in time. I may move some oil around so you can get it from City States; right now there's only one CS that I can recall you can buy Oil from. As always, report back with your feelings on the balance.
4.3.
I may add luxuries like Cocoa, Coffee, Tobacco etc on the map in the future, as I look into modding the map. However don't count on me adding them because the process is very long and tedious. I prefer drawing the map outlines and placing mountains etc; river placement delayed the map by at least a month and resource placement/balance likely by 4-6 months. It'd be better if I had an assistant with the next map who could do the resources.![Smile :) :)](https://civfanatics-data.community.forum/assets/smilies/smile.gif)
4.4.
NOTE: your feedback is almost obligatory on this part! If you refuse to give feedback on the resource balance, I may just have to slap you and confiscate your cookies. Grr. (Yes, it's that serious!)![Big Grin :D :D](https://civfanatics-data.community.forum/assets/smilies/biggrin.gif)
NOTE #2: Feel free to improve the resource balance on the existing map(s) and re-post your own version(s); if anything I'd be grateful for it.
As with everything, the accuracy of resource placement took a backseat to gameplay considerations. There are Spices in Odessa (needed 1 more unique lux in Russia), Horses in America (give Comanche Riders a chance!), etc. In a game where Pocatello lives for 4,000 years, I feel it's not too much of a stretch to let him ride a Horse without buying it.
4.1.
There are c. 18 copies of every Luxury available on the map (excluding Jewelry and Porcelain, plus Indonesia's unique luxes), with minor variations*. I may lessen this amount based on playtesting; but I don't want the map too barren. Nothing frustrates me more than swathes of empty land not worth settling on a TSL world map. Ideally you should have to go to war to get enough luxuries, or rely on City States of trade for them; but for now I'm too tired of editing the map so we'll go with these resources and see if they're too much or not. Each CS currently has 2 luxuries, and very few strategics; I may choose to move more resources to City States in the future.
(* Salt is a special case in that most Salts are located in Desert; the few Plains or Grassland Salts are there to boost otherwise poor starting locations (Shoshone, Germany, Netherlands). Marble is special, too, in that it's placed under many capitals to make up for lack or production/adjacent mountain/river/etc.)
4.2.
With strategic resources I was perhaps a bit more stingy; Oil in particular might be hard to come by for some civs. After a few play-throughs you will know where it is, so you can concentrate on getting it in time. I may move some oil around so you can get it from City States; right now there's only one CS that I can recall you can buy Oil from. As always, report back with your feelings on the balance.
4.3.
I may add luxuries like Cocoa, Coffee, Tobacco etc on the map in the future, as I look into modding the map. However don't count on me adding them because the process is very long and tedious. I prefer drawing the map outlines and placing mountains etc; river placement delayed the map by at least a month and resource placement/balance likely by 4-6 months. It'd be better if I had an assistant with the next map who could do the resources.
![Smile :) :)](https://civfanatics-data.community.forum/assets/smilies/smile.gif)
4.4.
NOTE: your feedback is almost obligatory on this part! If you refuse to give feedback on the resource balance, I may just have to slap you and confiscate your cookies. Grr. (Yes, it's that serious!)
![Big Grin :D :D](https://civfanatics-data.community.forum/assets/smilies/biggrin.gif)
NOTE #2: Feel free to improve the resource balance on the existing map(s) and re-post your own version(s); if anything I'd be grateful for it.
5) About Multiplayer
Spoiler :
While I haven't tested it (I never play multiplayer), the balanced starting locations mean that the map should work very well in multi. Feel free to report on your games and suggest improvements in this regard; I will implement them as long as there's no adverse effect on the single player experience.
It is a reasonable speculation that colonizing Australia may be a winning bet in multiplayer, due to the two good Natural Wonders there and the relatively safe environment (buffer of distance and sea from other players). I already put Barbarians there, but if they're not enough, consider filling Australia with mountains to achieve balanced play. It's not pretty but hey, it works.
It is a reasonable speculation that colonizing Australia may be a winning bet in multiplayer, due to the two good Natural Wonders there and the relatively safe environment (buffer of distance and sea from other players). I already put Barbarians there, but if they're not enough, consider filling Australia with mountains to achieve balanced play. It's not pretty but hey, it works.
6) Speed and Prospect of Updates for the Map
Spoiler :
6.0.
My interest in Civ V map making comes and goes. Since I just finished making the map (a fairly herculean effort), I will take a small break from map making (other than emergency updates). This could mean a week or a month or a year -- whatever I feel like. However, the aim is to continue making updates for the map based on my own ideas and more importantly your (hopefully) generous feedback. The more you complain, the better the map!
Have no care for politeness; if you think my map totally sucks, please say so -- but take care to also provide reasons.
6.1.
As for how long updates will likely be provided -- for a year at least, or until Civ VI comes out.
Of course real life issues may intervene or I may lose interest altogether. Your feedback should help me stay motivated for updates, so again the more the merrier!
My interest in Civ V map making comes and goes. Since I just finished making the map (a fairly herculean effort), I will take a small break from map making (other than emergency updates). This could mean a week or a month or a year -- whatever I feel like. However, the aim is to continue making updates for the map based on my own ideas and more importantly your (hopefully) generous feedback. The more you complain, the better the map!
![lol :lol: :lol:](https://civfanatics-data.community.forum/assets/smilies/lol.gif)
6.1.
As for how long updates will likely be provided -- for a year at least, or until Civ VI comes out.
![Stick Out Tongue :p :p](https://civfanatics-data.community.forum/assets/smilies/tongue.gif)
![Wink ;) ;)](https://civfanatics-data.community.forum/assets/smilies/wink.gif)
7) Future Maps From Me?
Spoiler :
7.0.
I've completed the landform of a 'political map of Finland'; it's basically Finland with the neighboring countries cut out (filled with Mountains). The resources remain to be done (surprise surprise); the problem is mostly in the diversity. I'd rather not add Silk or Spices in Finland... I tried to solve this by giving City States the 'exotic' luxuries as 'imports', but it's not ideal in my mind. Other than that there's the fact that the game's default civs totally kill immersion on this map. I hate playing TSL maps with the *right* civs in the wrong places, and when you have to use wildly inaccurate civs as well, it just adds to the problem.
7.0.1.
One possible solution is to mod in civs to replace the default ones. Civs based on the ancient 'tribes' of Finland (Häme, Karjala, etc.) would be very cool for flavor; which tribe will unite Finland and lord over it? Whose dialect shall be printed in the history books (in which every other dialect will be shunned as unnatural, naturally
)? I'd imagine a multiplayer game with actual Finns as the players might be many a player's ultimate Civ experience. Why not foreigner's, too, if the map is fun and balanced enough.
7.0.2.
The other option is to add the Russian territories and make the map into a WW scenario (Winter War or Continuation War). This would require only one modded civ (Finland, duh), although ofc special units and techs would be nice. I would need much help doing either mod, as I know almost nothing about modding and have little interest in learning it. I could give ideas but implementing them beyond very basic things would be left to others. It's worth doing though as the amount of detail on the map is very good (as good as on my world map, ahem). If you'd like to make either kind of mod (or any kind) without me with any of my maps, feel free to appropriate them for that purpose. Credit for me would be nice of course, but you're even free to steal them if the mod is good enough.
7.1.
Other than updating my world map and finishing the Finland map, I aim to make a Europe map eventually. None of the available ones satisfy me, although a few come pretty close. The map would be Standard size (my only hitch with a few good Europe maps: too big with a huge empty Russia), and accurate as they come, natch. However considering that Civ V is now quite an old game and I have my other maps to look after (What? Some people have kids, I make maps instead! It's at least as much trouble!
), I might opt to postpone this map for Civ VI. We'll see how it goes. Making maps for Civ V is to me more fun than playing it, so we might just see such a map yet.
I've completed the landform of a 'political map of Finland'; it's basically Finland with the neighboring countries cut out (filled with Mountains). The resources remain to be done (surprise surprise); the problem is mostly in the diversity. I'd rather not add Silk or Spices in Finland... I tried to solve this by giving City States the 'exotic' luxuries as 'imports', but it's not ideal in my mind. Other than that there's the fact that the game's default civs totally kill immersion on this map. I hate playing TSL maps with the *right* civs in the wrong places, and when you have to use wildly inaccurate civs as well, it just adds to the problem.
7.0.1.
One possible solution is to mod in civs to replace the default ones. Civs based on the ancient 'tribes' of Finland (Häme, Karjala, etc.) would be very cool for flavor; which tribe will unite Finland and lord over it? Whose dialect shall be printed in the history books (in which every other dialect will be shunned as unnatural, naturally
![Wink ;) ;)](https://civfanatics-data.community.forum/assets/smilies/wink.gif)
7.0.2.
The other option is to add the Russian territories and make the map into a WW scenario (Winter War or Continuation War). This would require only one modded civ (Finland, duh), although ofc special units and techs would be nice. I would need much help doing either mod, as I know almost nothing about modding and have little interest in learning it. I could give ideas but implementing them beyond very basic things would be left to others. It's worth doing though as the amount of detail on the map is very good (as good as on my world map, ahem). If you'd like to make either kind of mod (or any kind) without me with any of my maps, feel free to appropriate them for that purpose. Credit for me would be nice of course, but you're even free to steal them if the mod is good enough.
![lol :lol: :lol:](https://civfanatics-data.community.forum/assets/smilies/lol.gif)
7.1.
Other than updating my world map and finishing the Finland map, I aim to make a Europe map eventually. None of the available ones satisfy me, although a few come pretty close. The map would be Standard size (my only hitch with a few good Europe maps: too big with a huge empty Russia), and accurate as they come, natch. However considering that Civ V is now quite an old game and I have my other maps to look after (What? Some people have kids, I make maps instead! It's at least as much trouble!
![lol :lol: :lol:](https://civfanatics-data.community.forum/assets/smilies/lol.gif)
8) TL;DR:
8.1.
The map = 5 x Awesome!
![Big Grin :D :D](https://civfanatics-data.community.forum/assets/smilies/biggrin.gif)
8.2.
Please report on the following, if you have time:
--- Resource balance (strategic, luxuries, food/production)
--- Amount of rivers outside of Europe (how hard is it to do combat?)
--- Balance of starting locations / natural expansion areas
--- Too much Atolls for Japan?
--- Etc; anything you can think of! Note that I won't mod the civs, units, techs etc; I will only modify the map based on your feedback! You are free to do other modifications, but for now don’t expect me to help with that.
Without further ado (and this has certainly been enough), good luck and have fun playing on the map!
![Cool :cool: :cool:](https://civfanatics-data.community.forum/assets/smilies/cool.gif)
![good job :goodjob: :goodjob:](/images/smilies/goodwork.gif)
--- Greizer85