World Map 360x305

Exel, this depends of course of the number of civs you are playing,
I have a 2.66 GHZ with 1 GB RAM, and max I can play on this map is with 10 civs, turns take after about 1500 years at least 5 min, and get longer and longer... reaching industrial age, a turn can mean 10 min AI....

I tryied to do the ressources as accurately as I knew, If anyone knows where exactly one finds dyes, silks, or other of the ressources, let me know....
 
silks in asia. espaicaly there atleast.
Maybe also inca area and south america...
 
Well my problem is that it doesn't seem to matter how many civs there are. I tried the map with 24 civs and with just 1 (mine), and yet the load between turns was 2 minutes from the first turn onwards. I somehow just don't believe that the sheer map size would cause that kind of loading times. It could be a performance bug of some kind... wouldn't be the first time a memory leaked occured in Civ3. If that was the case I have to hope the first patch will cure it. :)
 
To give everyone an idea of the problem of placing the resources:
Silk for example, most will know, is produced by a bug (how do you call it) to make its cocoon to change into a butterfly, and was first only to be found in china, untill monks stole some of the insects on orders from the byzantian emperor, since then there has been a silk production in Europe, and everywhere else,.... so where to place silk on the map, China of course, but otherwise???
 
luxuries and resources are not that important to whom got what.. oh sure we wanna be historivally accurate but it all comes down to nations having stuff the other does not have and vice versa and there by ensuring trade. Ofcourse that opens up the possibility that you don't want to depend on some other guys goodwill and simply take it from him....war :)

but I think silk should be located in asia, be "their" resource.
 
What about the Wine production in California, Australia and South africa? all of it was imported from Europe... I prefer placing it there, since I think having the ressource in the hands of only one CIV is just bad for gameplay, but everyone should choose these kinds of things for himself... Since I'll go to war with them anyway....
 
I agree that all civs should have access to all resources in one way or another, some however should be less attainble, signaling that not all countries/nations are equal. That's the beauty. You can pick a wealthy country with all resources at their disposal for a fairly easy game or if you prefer something a little harder choose some other nation.

Anyway, my mod is progressing nicely. Even thou it is a HUGE map of yours I am placing cities pretty far inbetween. Reason is I want to keep down the total amount of cities but also simulate the wast country sides which makes war a bit trickier. No more rush from city to city, you actually have to go out there and fight it out in the open which makes it even more difficult if you over-extend you supply lines.. well, since we don't have supply lines in CIV3, it will be hard to reinforce any failed attacks if you don't have a good back up plan (reserves etc), which I suppose in turn would make trading ground for time (for the defender) could be a viable option initialy since you probably can counter attack faster once prepared. Anyway, modding is fun and you can do what ever one likes! :)

And since there is plenty of space to found new cities within your own borders you can do so as well for them who likes to build/nurture a nation instead of just war mongering all the time. Obviously building new cities is a slow/expensive process but once developed they will add nicely to your arsenal of power. (Hopefully the neighbour isnt just building arms and jumps you when you are least expecting it... but thats what makes it fun! no?)

I will probably end up with 3 more or less superpowers (USSR, US & China (China not quite there, but give it time to grow) and a slew of mid size countries and a slew of smaller ones for you all who prefer to fight out a smaller, medium war versus an epic one :)

I must say that I do love you map, I took the liberty to modify it a bit here and there to suit gameplay and terrain.. but gosh you sure made a good map! Excellent job.
:goodjob:
 
Martin, thx for the compliments, change the map as much as you need to,...
Please post a link to your scenario in this thread when you are finished, I would love to have a link to all the scenarios made with the map. It would also be nice if you could place a link to the map on the thread in which you realease the scenario...
let us know when it's ready, can't wait to play it....
As a "warning", I am working with my Europe map on a WW2 scenario with 512 cities, loading the game takes about 1 hour....

PS: to those who want it, I just uploaded an updated PTW version
 
Ah yes, resources in water is very much so possible!

Took me a few days to figure it out but what needs to be done is:

Enable Road Terraform Bonus on a Coast/Sea Tile.
Then Create a Ship with the capability of building Roads and if you want Colony building.

Then its only a matter of building the road from the resource in the sea (Eg: Oil) to the nearest road on land or city.

Viola!

It looks a little tacky with a road out in a sea tile..but I guess imagination will have to do and pretend it's a oil pipline.

The backside to this is that a ship could pretty much build roads anywhere regardless of resources or not, I mean, the ship can build a water road from one city to another.. but you know what? What if we DELETE all harbors and force people to actualy build "roads" across the sea! to enable trading across oceans and that way you can simulate trade routes like that! then it would be so much easier to blockade a country, simply by pillaging the road somewhere in the ocean between the two countries.. or whatever.. hmm neat or what? :)
 
hmmm, roads in sea? lol...
The Oil in coasts it's enough... and it works!
Just build the colony from a ship. And when the culture come the oil is still being given to you! WOW.
Or maybe when oil is discovered you get a ship that build "pipes" (roads)? and can become a oil colony?

Is it only for Oil?? Or will be a total new tech! sea resouces!
 
Well in my modern day scenario i will use it for oil/natural gas in water. UK has no land based Oil and neither does Norway in my scenario anyway, however in between the two countries right about in the middle, in the water, there is an Oil belt 4-5 of em or so and the only way you can get to em and use em would be to build a colony ontop of em and then build your pipeline (road). What will this do? Well imagine if these two countries went to war.. The OIL sources will be the first ones to be annexed if you will.. thus you need to protect them with ships! and thus another reason to fight wars in water.. NAVY :)

Oh well, back to building my scenario.
Laters :)
 
I hope we'll be able to see it soon, sound very good, the only question is how is the AI using it?
The idea of deleting the harbors or just keeping them, but eliminating the trade route ability they have would at least resolve the blockade problem, doesn't sound so bad....
 
Ah yeah.. AI! forgot about that.. the AI has no clue :)
So in a single player game with just the CPU as your opponent the resources in water are useless from an AI perspective.

Maybe someone can figure that one out! :)
 
Hmm.. last test to make the AI use this was to simply load up a bunch of workers in a transport and then drive them out the oil field and then I actived the worked and I could actually make it build a road while standing in the ship... so hoping the AI would use this idea to do this with a land based unit did not work out either. the AI simply did not understand what to do :)

Oh well, it could still be fun for multiplayer games.
 
I don't really know what's the history of the Ottomans, but why do they start in Kazakhstan? Ottoman Empire was in Turkey after all... :confused:

Also I think that the Scandinavian civilization should really start in Trondheim instead of Oslo, as it is their capital.
 
Exel: to the ottomans, they came as far As I know from the Central Asian region (They Capital Istambul is just Byzantium after it was taken from the Byzantine Emperors...)
Also there always is the problem of making the start position a good one, far away from the other CIVs,
I didn't know that Trondheim was the capital, I will check wether I can change it and make the position of Trondheim good enough
 
Btw, about the system requirement issue:

What causes this map to eat up resources so drastically? A randomly generated map of similar size (or even bigger) works smoothly without noticeable load times in the beginning of the game, but with this map the load times between turns are always somewhere near 2 minutes - with or without rival civs!

Memory leak could of course be one explanation, but what would cause that? In fact I'm quite confident that it's about CPU load, because if it the memory would run out, the HD would start swapping - which it does not.

I know you might not be able to do anything about it, but I'd appreciate if you would at least take a look at it.
 
Exel, If I were to take a hint, I'd just say Firaxis should look at the code again... Playing a map this big, at Industrial era, it takes a 2,66 GHZ CPU over 3 min to recalculate the borders when a city is taken.... this just isn't normal.....
 
The Ottomans' ancestors did came from Central Asia, but the dynasty founder, Osman Ghazi, was the ruler of a little principatility in Anatolia.

Having the Ottomans starting in Central Asia is comparable to having the Americans start on the British Isles.
 
Since Most of Modern Turkey was under Byzantine rule, I find it only logical to place the starting location for the ottomans somewhere else, to allow the conquest war the ottomans lead against Byzantium. Also, how would you otherwise resolve the problem between where to place the Byzantines, on the same spot? then you'll also have the hittites coming from the same region, it just makes for too many people... Anyway, everybody should place the civs as he wants them, as i have already written before....
 
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