Earth-like exoplanet was handcrafted by me and tries to simulates tectonics. Hopefully resources are well placed across the map. Still unsure if exoplanet should have earth food and animals bonus in it.
When I have more time I will create a dedicated thread for it. In the meantime, enjoy!
I have played about 2 hours with the Alien Solar System map (didn´t want to abbreviate it ) and it looks great and runs without issue so far. I play in Marathon speed (research takes roughly 8 turns in the beginning) and Monarch difficulty. The other nations are not far away but it should be no problem to found 5 or 6 cities, even if everyone expands in the same speed.
Thank you so much !
Added: I forgot to mention, that I also use Toffer´s PPIO and Raxo´s NoLatitudeLimitsForBuildings modmod.
Standard sized map is 84x52 = 4 368 - has default of 7 players.
Your earth is 60x40 = 2400 - half of Standard size, and slightly less than Small map (64x40)
So your map is bit crowded.
How about a completely different approach than multymaps? Maybe multiply games for multiply planets instead?
What I think of is transferring data from one save game to another.
It could go like this:
When a player lunches the spaceship he could load a certain amount of units onto it. This data along with all his present techs, civic choices, state religion and diplomatic relations is saved to an other file (let's call it a syncfile for the moment) with the date when the spaceship arrives on the other planet. Every time a player lunches a spaceship, more data is is written to the syncfile.
You could quit the present game and start a new "Off-world" game, say an Alpha Centauri colonization.The game would read the syncfile and add more opponents in the proper time. In the meanwhile you would explore the planet and struggle with native life.
The advantages would be:
less demanding on performance
different map size and game speed would be possible
different options would be possible (don't want to deal with revolutions on the new planet?)
The disadvantage is:
more tedious on the players' side
longer interaction periods between the two planets
I don't know if you find anything useful in the above but it's just brainstorming
Standard sized map is 84x52 = 4 368 - has default of 7 players.
Your earth is 60x40 = 2400 - half of Standard size, and slightly less than Small map (64x40)
So your map is bit crowded.
How about a completely different approach than multymaps? Maybe multiply games for multiply planets instead?
What I think of is transferring data from one save game to another.
It could go like this:
When a player lunches the spaceship he could load a certain amount of units onto it. This data along with all his present techs, civic choices, state religion and diplomatic relations is saved to an other file (let's call it a syncfile for the moment) with the date when the spaceship arrives on the other planet. Every time a player lunches a spaceship, more data is is written to the syncfile.
You could quit the present game and start a new "Off-world" game, say an Alpha Centauri colonization.The game would read the syncfile and add more opponents in the proper time. In the meanwhile you would explore the planet and struggle with native life.
The advantages would be:
less demanding on performance
different map size and game speed would be possible
different options would be possible (don't want to deal with revolutions on the new planet?)
The disadvantage is:
more tedious on the players' side
longer interaction periods between the two planets
I don't know if you find anything useful in the above but it's just brainstorming
That is pretty close to what we have in mind, though we would maybe have a button in the map interface that, when clicked, saves the map you are on and loads the next map in the list from within one game.
It may also be an automatic thing where every five end turns the next map in the list is loaded so you do one turn on the space map for every 5 turns on earth.
It is still far away from actual implementation so it may be entirely different from what I'm stating here, though the ground idea is to treat each map as an individual map that is tied to the other maps in the set in some way.
That is pretty close to what we have in mind, though we would maybe have a button in the map interface that, when clicked, saves the map you are on and loads the next map in the list from within one game.
It may also be an automatic thing where every five end turns the next map in the list is loaded so you do one turn on the space map for every 5 turns on earth.
It is still far away from actual implementation so it may be entirely different from what I'm stating here, though the ground idea is to treat each map as an individual map that is tied to the other maps in the set in some way.
It should pretty much be every round you'll want to interact with each map as long as you have units/cities/activities taking place there. It might be a little time consuming but by the time you've played that far into the game, the cool factor I think would still make it worth it.
That is pretty close to what we have in mind, though we would maybe have a button in the map interface that, when clicked, saves the map you are on and loads the next map in the list from within one game.
It may also be an automatic thing where every five end turns the next map in the list is loaded so you do one turn on the space map for every 5 turns on earth.
It is still far away from actual implementation so it may be entirely different from what I'm stating here, though the ground idea is to treat each map as an individual map that is tied to the other maps in the set in some way.
Not for me if you mean 5 minutes playing, 5 minutes AI turn and 10 minutes of loading the other map.
I wonder if running two instances of Civ4 could be a good thing. Civ4 cannot handle more than 4GB but a 64bit OS with more than 8GB RAM could handle two instances of Civ4. So my idea was to play Earth in one and Space in the other instance.
I haven't tried yet but here's How to Run Multiple Versions of the Same Program on Your PC
Maybe I'm wrong and all I said above is completely wrong and useless but it's only brainstorming.
How so, only one of the maps/saves would be played, and loaded in memory, at any one time.
I guess all the save game loading could be un-enjoyable in the long run though; that might have been what you meant...
How about a completely different approach than multymaps? Maybe multiply games for multiply planets instead?
What I think of is transferring data from one save game to another.
It could go like this:
When a player lunches the spaceship he could load a certain amount of units onto it. This data along with all his present techs, civic choices, state religion and diplomatic relations is saved to an other file (let's call it a syncfile for the moment) with the date when the spaceship arrives on the other planet. Every time a player lunches a spaceship, more data is is written to the syncfile.
You could quit the present game and start a new "Off-world" game, say an Alpha Centauri colonization.The game would read the syncfile and add more opponents in the proper time. In the meanwhile you would explore the planet and struggle with native life.
The advantages would be:
less demanding on performance
different map size and game speed would be possible
different options would be possible (don't want to deal with revolutions on the new planet?)
The disadvantage is:
more tedious on the players' side
longer interaction periods between the two planets
I don't know if you find anything useful in the above but it's just brainstorming
For the players multiple maps in one game seem much more playable.
Multiple maps alone won't increase the memory usage alot. The additional terrain and terrain feature graphics for other planets and space have a bigger memory impact as a few maps would have.
However the biggest memory consumer especially in C2C are units so if you have lots of units on different maps C2C will reach the memory limit again. A few years ago memory allocation failures where pretty common in C2C even on Standard sized maps. But after the removal of a few Civilizations, Sparth's art file cleanups and my memory leak fixes playing one map has become pretty stable in terms of memory usage.
Guys, here is a question. The spawn of the city of barbarians in space (on the tiles of space) leads to the freezing of the game. They are spawning near the sources of fresh water - ice feature.
Actually the question is - this bug is planned to fix in the nearest future (spawn or at least crash) or should I remove the ice from the map until better times?
TPEHEP don't post in SVN thread.
Remove ice at 3 tiles from space.
S - Space tile
O - Ocean (can be two tiles of mountain separating Earth from space)
O
I - Ice feature
Barbarians won't get third ring radius too fast anyway.
By the way space feature placement on vertical spacemaps is completely off.
Space features can be used by buildings only in certain zones.
Also there is no need for alien earth - AI can't into space yet.
Lunar Crater - Solar System planets, Moons and Asteroid terrain except Venus and Titan.
Asteroids - Inner and Outer Solar System, Transneptunian.
Planetary Ring, Small Moon - Outer Solar System and Transneptunian
Sednoid - Transneptunian
Oort Cloud - Transneptuntian and Transtellar
Carbon/Chthonian/Desert/Hot Jupiter/Mini Neptune/Super Earth/Water/Rogue planets, White/Brown Dwarf - Transtellar
Blue Dwarf, Blue Giant, Black Hole - Orion Arm, Milky Way and Galactic Core
Supermassive Black Hole - Galactic Core
Dwarf Galaxy, Galaxy - Local Group and Virgo Supercluster, (Dwarf) galaxies should be in clusters on Virgo Supercluster.
Quasar - Cosmos
Look at my space map to see how I made 11 space zones.
I made guide to spacemap making earlier, I'll copy it here.
SpoilerGuide to terrains and features in space zones :
SpoilerResource placement guide :
Only these resources may be placed in space.
- Iron/Bauxite/Titanum Ore, CO2 Ice and Helium3 - must be placed on Moon, these are ones, that can be extracted on Moon.
- Organic Volatiles. On asteroid/KBO terrains or features.
- Metallic Asteroid. Metal-rich asteroid wherever in the solar system asteroids are found.
- Martian Blueberries. On Mars.
- Extraterrestrial Microbes. Wherever in the solar system (other than Earth) there might be microbial life.
- Xenoflora. Native plant life in planets outside the Solar System.
- Xenofauna. Native animal life in planets outside the solar system.
- Abandoned Civilization. In the galaxy, some long lost civilization.
- Abandoned Megastructure. The astroengineering ruins of some advanced civilization, outside the galaxy.
- Exotic Lifeforms. Things like space whales that are found near our beyond the edge of the observable universe.
- Quantonium Crystal. Not new but now it can be found outside the observable universe.
Near Earth plot types:
Orbit, Cislunar Space - Space Plot
Lunar Dome/Highland/Mare/Regolith/Rille - Lunar Plot
SpoilerCislunar :
Zone 0 - Low Earth Orbit
Orbit (To separate Earth)
3 tiles thick orbit is recommended so space colonies can't work on earth tiles - space colonies are able to utilize 3 tile radius.
Space stations can be anywhere on orbit, so your first cislunar stations would touch orbit.
Zone 1 - Moon with Cislunar space
Background: Cislunar Space
Moon terrains and Iron/Bauxite/Titanum Ore, CO2 Ice and Helium3 resources on Moon terrain.
Solar System plot types:
Inner Solar System - Solar System Plot
Martian Barren/Desert/Dunes/Ice/Permafrost/Plains/Rocky - Martian Plot
Venus/Venus Highlands/Venus Lowlands - Venusian Plot
Hot Rocky Planet (Mercury), Asteroid Surface - Solar System and Jovian Plot
Sun - Solar System and Plasma Plot
Outer Solar System - Solar System Plot
Asteroid Surface - Solar System and Jovian Plot
Gas Supergiant (Jupiter), Volcanic Moon (Io), Oceanic Moon (Europa), Large Moon (Ganymede), Rock and Ice Moon (Callisto) - Solar System and Jovian Plot
Lava Ocean (Io) - Aquatic, Solar System and Jovian Plot
Subsurface Ocean (Europa) - Aquatic, Subterranean, Solar System and Jovian Plot
Ringed Gas Giant (Saturn), Geyser Moon (Enceladus) - Solar System and Jovian Plot
Methane Moon (Titan) - Titanic Plot
Methane Ocean (Titan) - Aquatic, Solar System and Jovian Plot
Ice Giant (Uranus), Cold Moon (Umbriel) - Solar System and Jovian Plot
Cold Ice Giant (Neptune), Very Cold Moon (Triton) - Solar System and Jovian Plot
Transneptunian Space - Solar System Plot
Kuiper Belt Objects - Solar System and Jovian Plot
SpoilerSolar System :
Zone 2 - Inner Solar System
Background: Inner Solar System
Mars terrains
Venus terrains
Hot Rocky Planet (Mercury)
Sun for decoration
Asteroid (terrain) - on border between Inner Solar System and Outer Solar System (asteroid belt between Mars and Jupiter).
Asteroid (feature) should form solid line on Inner/Outer solar system.
Both Asteroid terrain and feature can be scattered on inner/outer/ solar system and transneptunian space.
Asteroid belt should act as glue having its Asteroid Terrains and Features on Inner and Outer solar system.
Zone 3 - Outer Solar System
Background: Outer Solar System
Gas Supergiant (Jupiter)
Volcanic Moon with Lava Ocean (Io)
Oceanic Moon with Subsurface Ocean (Europa)
Large Moon (Ganymede)
Rock and Ice Moon (Callisto)
Ringed Gas Giant (Saturn)
Methane Moon with Methane Ocean (Titan)
Geyser Moon (Enceladus)
Small Moon and Planetary Rings feature would be useful only at Saturn - all small moon does is allow some world wonder, and planetary rings don't do anything for now.
Ice Giant (Uranus)
Cold Moon (Umbriel)
Cold Ice Giant (Neptune)
Very Cold Moon (Triton)
Single kuiper belt object (representing Pluto and its moons) would be useful on border between outer solar system and transeptunian space.
If making bigger one like 2x2, then it should be on border of Outer Solar System and Transneptunian space.
Zone 4 - Transneptunian Space
Background: Transneptunian Space
Sednoids, Asteroids (features) and Kuiper Belt Objects are spread across whole zone.
Oort cloud should be on border between transeptunian and transtellar space, being on two different zones.
Galactic plot types:
Transtellar Space - Galactic and Interstellar Plot
Red Dwarf, Sun-Like Star, Red Giant - Galactic and Plasma Plot
Orion Arm, Neutron Star, Nebula, Star Cluster - Galactic and Milky Way Plot
Milky Way, Galactic Core - Galactic and Milky Way Plot
SpoilerGalaxy :
Zone 5 - Nearby Stars
Background: Transtellar Space
Oort Cloud at border with Transneptunian space
Stars:
Red Dwarf, Sun-Like Star, Red Giant - terrain
Brown Dwarf, White Dwarf - feature
Planets (they all are features) - 8 types:
Carbon Planet
Chthonian Planet
Desert Planet
Hot Jupiter
Mini Neptune
Rogue Planet
Super Earth
Ocean Planet
Zone 6 - Orion Arm
Background: Orion Arm
Stars:
Neutron Star, Nebula, Star Cluster - terrain
White Dwarf, Black Hole, Blue Dwarf, Blue Supergiant - feature
Zone 7 - Whole Milky Way
Background: Milky Way
Galactic Core - its like Moon for Cislunar space - it needs to cover large fraction of whole zone.
Star Cluster terrain can be densely placed in core and not so densely in milky way.
Black Hole, Blue Dwarf and Blue Supergiant - stellar features, can be more densely packed in core too.
Supermassive Black Hole - feature, single unit at center of Milky Way.
Zone 8 - Local Group
Background: Local Group
Dwarf Galaxy (feature) can be spread sparsely across whole zone.
Zone 9 - Virgo Supercluster
Background: Virgo Supercluster
Galaxies should be rarer than Dwarf Galaxies (both of them are features), but overall density can be higher.
Zone 10 - Universe
Background: Observable Universe
Intergalactic Void can be spread in such way, that Observable Universe looks like thick web.
Quasars (feature) should be placed at far edge of universe
Zone 11 - Infinity and i*kilometer more
Background: Distant Cosmos
Nothing here, just Distant Cosmos.
Zone 12 - Beyond conventional Spacetime
Background: Hyperspace
While Hyperspace can be created artificially, you can place it on map where you have (Un)Observable Universe Zones.
As for Branespace, Distant Past and Distant Future they can be terraformed on Hyperspace plots - you could dot with them Hyperspace islands.
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