Unofficial Big Map Testing

Detroit and Toledo have a Settler Value of 800 and Washington 700. Perhaps give Washington 800 as well?

Just tried... still no :( I'll bump it up to 1000 next time. One thing I also notice about AI America is that it's too slow to expand westward--it usually waits until the 20th century. No idea why.
 
Just tried... still no :( I'll bump it up to 1000 next time. One thing I also notice about AI America is that it's too slow to expand westward--it usually waits until the 20th century. No idea why.
Have you ever observed Russia expanded to Siberia and Pacific in ad600 scenerio? The westward movement of America may be more fast than Russia expand in Siberia.

Maybe something could referred from Russia.
 
Russia expands a bit faster in the 600 AD scenario than America in the 1700 AD scenario, in my observations. But instability usually sets them back along the way...
 
The new map is awesome. I've just played some games as Rome (Monarch/Marathon), it was funny, but:
1) Rome is inclined to suddenly collapse. I'm Stable/Solid, then, in 4 or 5 turns, I fall down without any advice to a negative stability score that breaks down my empire and totally collapse. I don't know if it's related to this new map.
2) The 2nd Roman UHV (the territorial one) is incorrect because African and Gaul territory to colonize is wrong. The first one should be among the Mediterranean Sea on Northern Africa Coast, but it's in the middle of West Sahara, the latter one is somwhere in Northern Africa.
3) Barbarian hordes work as usual
4) China is well balanced, but:
a) it usually collapses in classical age and I've never seen its rebirth;
b) in Marathon, Chinese always settle southern territories
5) Other ancient civs seem to follow their historical evolution in a pretty accurate way.
 
1) I think I've also observed that even in the original map. The Roman core is just too small in comparison to its whole historical territory, and it's the Classical Era.
2) I'm not sure if I've said it here already, but the territory UHV area coordinates are not yet fixed. Help on this is welcome :)
4) Really? I've tried like 2 games (Regent, Epic) with China still alive in 600 AD. China was going strong in my recent Persia game up to the Arab spawn. But that's only 2 games though, so idk
 
Have you patched your Civ 4 EXE file already? There's a 4 GB RAM (?) patch tool lying somewhere here in the forums, allowing the EXE to consume more RAM. That should help. (I really wish we could make Civ 4 or a clone of it 64-bit, though...)

Somebody tell me more about this, I'm interested.

I found what seems to be a patch but nothing changed.
 
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Which file should I patch and where can I locate it?

Because I patched both Civ4BeyondSword and Civ4BeyondSword_PitBoss at Program Files\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword.
A window popped up saying that I patched succesfully but nothing happened.


On another note, I saw Italy building the Guadalupe Basilica, exactly the last civilization on earth that should be supposed to build it.
 
Yes, Civ4BeyondSword.exe Actually for me it created a new exe file and the old one got a backup extension. But as I already patched in the past, these are the same. Or maybe it has no effect in BTS 3.19 (as one page I found said)...
Basically if the two files are the same, you know nothing will happen.
 
Same story with me. It created backup files but nothing seems to have changed.
I mean, the patch just makes it use more memory. I doesn't make the game multithreaded or anything, so it can still only use as much processing power as your largest core.
 
The new map is awesome. I've just played some games as Rome (Monarch/Marathon), it was funny, but:
1) Rome is inclined to suddenly collapse. I'm Stable/Solid, then, in 4 or 5 turns, I fall down without any advice to a negative stability score that breaks down my empire and totally collapse. I don't know if it's related to this new map.
2) The 2nd Roman UHV (the territorial one) is incorrect because African and Gaul territory to colonize is wrong. The first one should be among the Mediterranean Sea on Northern Africa Coast, but it's in the middle of West Sahara, the latter one is somwhere in Northern Africa.
3) Barbarian hordes work as usual
4) China is well balanced, but:
a) it usually collapses in classical age and I've never seen its rebirth;
b) in Marathon, Chinese always settle southern territories
5) Other ancient civs seem to follow their historical evolution in a pretty accurate way.

I've tested U.K. and RUSSIA!
U.K. - generally the same feeling like in 'old' map:) ENGLAND is still one of the best colonial nations:)
A little bit pitty that there is no real challenge for ENGLAND in the Middle Ages - perhaps Scotland must have Edinburgh as barb or celtic city?

But Russia: on the one hand You have a breathtaking feeling that RUSSIA the Mother is really very BIG:)
On the other hand: there are a lot of forms of weak and really strong foes
and also there is climate's "walls" which decrease possibility of the rapid development - I think it's AWESOME!
By the way: I even have civ's collapse in the 1840 because I have a lot of Outdated civics in the Industrail Era and some permanent unhapiness in the few sities:)
Espessially I love barb's sity-states in Volga - perhaps there is sence to add Astrahan'n which REPLACE Tsarysin
+ Siberian Tyumen' will be also nice as barb's city-state

P.S. Using WB I incorporated a lot of ideas from "Finbros's Suggestion to Russia and Eastern Europe" - so my experience may be a little bit different than other have:)
 
Really? I'm having a hard time achieving UHV1 and UHV2 both at the same time as England. Other civs (esp. France) keep out-teching me
 
I would like to note that America doesn't found Detroit, they flip Detroit before they settle a capital, and so Detroit, which is flipped first, ends up being their first city.
 
Yes, it has already been mentioned earlier, and I'm aware of what actually happens. I just tried setting the settler value of the Washington tile to 1000, but the AI still doesn't found on the spot. Does anyone have a clue on why this is happening?
 
Yes, it has already been mentioned earlier, and I'm aware of what actually happens. I just tried setting the settler value of the Washington tile to 1000, but the AI still doesn't found on the spot. Does anyone have a clue on why this is happening?
In one Argentine game I run up they had 4 settlers idling around. Perhaps they don't want to settle any cities period. I think we're really going to have to modify the modifiers. It seems they don't see value in settling any further cities so soon.
 
Which modifiers? Or maybe, where in the DLL?
 
Which modifiers? Or maybe, where in the DLL?
Modifiers.py. As a guess, Distance to Capital Maintenance and Number of Cities Maintenance. Preferably lowered per-civ based on by what how much their intended distance and city number has increased.

As there are already issues with research and commerce in general, it may be necessary to increase the Inflation Rate to keep their economic growth in line with DOC.

I recommend against raising or lowering the Research Cost modifier, as any issue that requires such action is indicative of a greater commerce issue.

Lowering Unit Upkeep is probably necessary considering how many more units will be needed to protect nations and wage war.

I don't know enough about how Civic Upkeep is calculated to really be of any use in advising what to do with it.

None of the production cost modifiers should be necessary, as afaik you haven't made any changes to the potential production output of cities per nation. This would be things like adding production resources in production poor regions or adding buildings or building effects that increase production. If so you may have to reexamine them and decide if they should be left as is or not.

Growth Threshold is similar to production but with food, health, happiness, and growth speed.

Great Person threshold etc etc but with GPP and Specialist Slots.

Health etc etc but with Health

Culture etc etc but with Culture

TL;DR Change the Distance and Number of Cities Maintenance proportional to how much the intended max distance of cities and intended average number of cities have increased. Increase or Decrease Inflation Rate to fix issues with rampant economies. Don't change Research Cost unless you must, as a requirement to do so is generally be indicative of an issue with the overall economy compared to DOC. Lower Unit Upkeep if nations should be fielding more Units on average. Don't touch any other modifiers unless you've made changes to the prospective output of that resource in a particular civ.
 
Got it! I found this code snippet in CvPlayer.cpp:

Spoiler CvPlayer.cpp :

bool CvPlayer::canFound(int iX, int iY, bool bTestVisible) const
{
...
// Leoreth: America/France don't care about Canada until the Canadians spawn
if (getID() != GC.getGame().getActivePlayer() && GC.getGameINLINE().getGameTurn() < GET_PLAYER(CANADA).getBirthTurn() + getTurns(5))
{
if (getID() == AMERICA && iY >= 51) return false;
if (getID() == FRANCE && iX <= 24 && iY >= 51) return false;
}
...
}



This is the code responsible for preventing America from settling cities right away. The map coordinates weren't yet updated here, thus preventing AI America from settling above that y-coordinate until the Canadian spawn.

Editing some more code aside from this as of the moment. Expect the fixes to be up in the next three hours :) (UPDATE: Now up!)
 
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