[SCENARIO] Vertical Solar Sistem Map

I changed the resources in my game myself in worldbuilder, took just a few minutes.

The use of a worldbuilder is fraught with the fact that new civilizations (barb civ) will start playing in peace with animals, for example. Without the possibility to declare war. In parallel with this, other minor problems are possible - now I do not remember everything :(

Fix problems only through the file, long and problematic.
 
Last edited:
This is going to sound strange, but is there a way to play this map either with just one or two civilizations? I have a severe head injury and playing with too many civilizations makes the game very very difficult.
 
Is there some special rule for destroying players? I have an early save as Neanderthal were my troops are directly at the territory of Heidelbergensis, and whenever I conquer his city, it turns into a barbarian city on my turn and then into a regular minor civ the next turn. Seems kind of pointless, if destroying a player just spawns a new one.
 
If you are using captured neanders as the task force to take his city then yes what happened is by design. Captured nenander warriors ar a form of Hidden nationality. And any city they take will turn to a barb city. As for the rest. What Options did you activate? Revolutions? Barb Civ?, Barb World? etc.???
 
I used the default options from loading the map as a scenario, no idea what they are in detail. The Neanderthal Warriors are not captured, but built (with Neanderthal Culture wonder) und merged into Strength 6 units. The tooltip says that built Neanderthal Warriors also have Hidden Nationality, is it the default behaviour for all units with hidden Nationality to spawn Barbarians?

Edit: I attached the save, if someone's curiosity is peaked.
 

Attachments

This is going to sound strange, but is there a way to play this map either with just one or two civilizations?

Through editing the file. Through the editor, but there will be minor unpleasant consequences.

Also you can start multiplayer for all the "extra" players and surrender :)

UPD: If that - the game for Homo Heidelbergs is the easiest. Hobbits (homo floresiensis) are the most difficult, as I believe.
 
Last edited:
I used the default options from loading the map as a scenario, no idea what they are in detail. The Neanderthal Warriors are not captured, but built (with Neanderthal Culture wonder) und merged into Strength 6 units. The tooltip says that built Neanderthal Warriors also have Hidden Nationality, is it the default behaviour for all units with hidden Nationality to spawn Barbarians?

Edit: I attached the save, if someone's curiosity is peaked.
I'm not sure we're clear on your usage of the term spawn. But when HN units capture cities they become barbarian cities. Perhaps that's the clarification you were seeking?

I see from earlier above. Barbarian cities then have the potential to grow into civs of their own if No Barb Civilizations isn't on.
 
I'm not sure we're clear on your usage of the term spawn. But when HN units capture cities they become barbarian cities. Perhaps that's the clarification you were seeking?

Yes, exactly. I assumed it to be a spawn (or generation by script, whatever you might call it) that deleted my units that were still on the tile.
 
Yes, exactly. I assumed it to be a spawn (or generation by script, whatever you might call it) that deleted my units that were still on the tile.
When a barb city becomes a civ, it goes through a revolt process and some units can be erased that were there. It's uncertain if that's design or bug... bug I'd say... but trying to find and fix hasn't been successful so far. If I can get a save that shows this taking place with a few simple clicks, it would be easier to debug.
 
When a barb city becomes a civ, it goes through a revolt process and some units can be erased that were there. It's uncertain if that's design or bug... bug I'd say... but trying to find and fix hasn't been successful so far. If I can get a save that shows this taking place with a few simple clicks, it would be easier to debug.

The save a attached above showed it so far in every attempt within three turns. Move warriors up -> declare war -> throw units against city unitl it is conquered -> city turns black, surviving warriors and about 12 captured storytellers are out of moves -> AI turn, minor civ is created from black city -> warriors and storytellers are all gone
 
Thank you for your response.
 
The save a attached above showed it so far in every attempt within three turns. Move warriors up -> declare war -> throw units against city unitl it is conquered -> city turns black, surviving warriors and about 12 captured storytellers are out of moves -> AI turn, minor civ is created from black city -> warriors and storytellers are all gone
Too much to do in a debug run. Please take the game up to the point just before capture. Even one change in the random sequence and you may not get the city to switch over to a minor civ so it must be saved and then confirmed that one attack then endofturn will produce these results.
 
This is going to sound strange, but is there a way to play this map either with just one or two civilizations? I ..... and playing with too many civilizations makes the game very very difficult.
Try playing on Chieftain or Warlord handicaps.
AI has little difficulties here, so playing on Noble there is like playing Chieftain in vanilla. Maybe closer to Warlord now.

There is spacemap without any AIs.
That space map is essentially like simulation and exploration.
https://forums.civfanatics.com/threads/its-small-world-space-map-for-testing-purposes.615465/
You can cram around 40 cities on Earth part and 5 - 15 cities per space zone.
 
Last edited:
Too much to do in a debug run. Please take the game up to the point just before capture. Even one change in the random sequence and you may not get the city to switch over to a minor civ so it must be saved and then confirmed that one attack then endofturn will produce these results.
I have uploaded two later saves: before_capture directly before the final attack, after_capture directly after, ending the turn will lead to the minor civ spawning from the barb city while deleting the Neanderthal Warrior.
BTW, if I should post this in a different thread, just move my posts or tell me where to repost it.
 

Attachments

I have uploaded two later saves: before_capture directly before the final attack, after_capture directly after, ending the turn will lead to the minor civ spawning from the barb city while deleting the Neanderthal Warrior.
BTW, if I should post this in a different thread, just move my posts or tell me where to repost it.
I might lose it here true. It would be best to put in the bugs and crashes thread. But thank you for this... should make it possible to sort out. I can't promise I'll have time before the weekend to try to address it but I have wanted to go after this bug and your help is appreciated a lot!
 
The save a attached above showed it so far in every attempt within three turns. Move warriors up -> declare war -> throw units against city unitl it is conquered -> city turns black, surviving warriors and about 12 captured storytellers are out of moves -> AI turn, minor civ is created from black city -> warriors and storytellers are all gone

Not sure if that is a bug. It is what I would expect.
 
Back
Top Bottom