YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

Found two non European City States (Kandy and Seoul) on the Europe Map...
Would recommend to put the Scythian Civ on 101,52 which is at the Caspian Sea and close to the Wolga River.
 
Resources are definitely too sparse, in particular luxury resources that are essential for amenities to permit city growth. Gedemon's comments indicate he knows about the problem, at least as far as it impacts strategic resources. I am playing Alpha 5 as Victoria on England w/no barbs and was barely able to construct Stonehenge and it had to be done from a second city on the West coast of England because the only stone is in that area. Even so, there are but 3 luxury resources on the whole of England and Ireland, which won't support much of a population. My scout on the continent tells me things are just as bad there. I think the only solution will be to hand place numerous luxury, strategic & bonus resources on the map so that something like historical resource types and quantities are available to ensure the long term game is playable, even for the AI. Please do not regard my comments as criticism, they are offered in a constructive spirit for what is clearly stated to be a WORK IN PROGRESS. I know that Gedemon is working very hard on this project as are others who know how to use modding tools and are pitching in. All their work is much appreciated.


Thanks!
 
Could somebody give an analysis of the 3 game modes, and what the 'light' 'medium' and 'heavy' names are meant to convey? New player so I'm not sure how the games would turn out.
 
Resources are definitely too sparse, in particular luxury resources that are essential for amenities to permit city growth. Gedemon's comments indicate he knows about the problem, at least as far as it impacts strategic resources. I am playing Alpha 5 as Victoria on England w/no barbs and was barely able to construct Stonehenge and it had to be done from a second city on the West coast of England because the only stone is in that area. Even so, there are but 3 luxury resources on the whole of England and Ireland, which won't support much of a population. My scout on the continent tells me things are just as bad there. I think the only solution will be to hand place numerous luxury, strategic & bonus resources on the map so that something like historical resource types and quantities are available to ensure the long term game is playable, even for the AI. Please do not regard my comments as criticism, they are offered in a constructive spirit for what is clearly stated to be a WORK IN PROGRESS. I know that Gedemon is working very hard on this project as are others who know how to use modding tools and are pitching in. All their work is much appreciated.

I'm going do code it like for YnAEMP for Civ5, using different placement rules on top of the map generator.

We'll define Regions for each map, then refer to some tables for exclusion zones and major real world deposits.

I'll do another table for Civilizations requested resources near their Start Position.

Could somebody give an analysis of the 3 game modes, and what the 'light' 'medium' and 'heavy' names are meant to convey? New player so I'm not sure how the games would turn out.

http://forums.civfanatics.com/resources/ynamp-yet-not-another-maps-pack-for-civ6.25395/updates
Add 3 optional Rulesets adapted to the new very large maps :
  • "Light"
    • Raise Max distance between Civilizations to 30 (from 9)
    • 33% less Barbarian encampment (2/civ, was 3/civ) to reduce time between turns.
    • Min distance to city from camps raised to 7 (from 4)
  • "Medium" (include or replace light settings)
    • Min distance between city lowered to 2
    • 66% less Barbarian encampment (1/civ)
    • Min distance to city from camps set to 5
    • Raised chance of camps spawning
  • "Heavy" (include medium and light settings, experimental)
    • Ranged land units are now used as support units (0 combat, can stack with Melee)
    • All land/sea units range set to 1 (with late game exception)
 
Hello Gedemon, I like your mod, but I suggest maybe you could add some smaller size maps to the mod so people like me whose computers are not so good can also play your mod, also, some people DO like smaller world maps. ( by the way, Maybe I could contribute some to it?)
 
I'm going do code it like for YnAEMP for Civ5, using different placement rules on top of the map generator.

We'll define Regions for each map, then refer to some tables for exclusion zones and major real world deposits.

I'll do another table for Civilizations requested resources near their Start Position.



http://forums.civfanatics.com/resources/ynamp-yet-not-another-maps-pack-for-civ6.25395/updates

Thanks for the reply. That sounds awesome, I very much look forward to it! You Da Bomb!
 
I think there was a bug with my changes that affected the original map scripts, it should be fixed in alpha 4.
I ran 0.6 version but still with the same result. I even uninstalled the game and deleted all files and folders but no success. Do you have any idea what else might be wrong? Thank you.
 
Unfortunately, not working.
thanks for the log, seems to be an issue with the characters in your user name.

try to delete my mod then extract the latest version in the "..\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Scenarios" folder and report, TIA

I ran 0.6 version but still with the same result. I even uninstalled the game and deleted all files and folders but no success. Do you have any idea what else might be wrong? Thank you.
I'll need your log too please
 
thanks for the log, seems to be an issue with the characters in your user name.

try to delete my mod then extract the latest version in the "..\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Scenarios" folder and report, TIA


I'll need your log too please
Ah... I had it saved in My documents/.../Mods but seeing your other reply, I moved it to Program Files/.../Scenarions and is nicely working now :-) Thank you!
 
Hi ,

so has someone found out how to rename CS , that we could use more for the Europe map ?

Thanks
 
I said it in my previous post, it's actually placeholder number, as scythia is not supposed to be in the map, but I let the entry in case people still want to use them, but the question is, where to place the capital?

Best and somehow historical would be 101,52
for the EUROPE MAP
<Replace>
<Civilization>CIVILIZATION_SCYTHIA</Civilization>
<X>101</X>
<Y>52</Y>
</Replace>
 
I'll need to add more CS and remove some using ruleset, I have some TSL for new city states I made for the Giant Earth in civ5.

I've updated Scythia, can any one get the alternate leaders start for Russia and Germany ?

using this template please:

Giant Earth :
Code:
        <Replace>
            <Civilization>CIVILIZATION_GREECE</Civilization>
            <X>28</X>
            <Y>56</Y>
        </Replace>
       <Replace>
            <Civilization>CIVILIZATION_GREECE</Civilization>
            <Leader>LEADER_GORGO</Leader>
            <X>31</X>
            <Y>60</Y>
        </Replace>

Ah... I had it saved in My documents/.../Mods but seeing your other reply, I moved it to Program Files/.../Scenarions and is nicely working now :) Thank you!

So that's a bug with the base game, good to know.

Nothing I can do, like the text being displayed as LOC_SOMETHING_NAME sometime.
 
Hello Gedemon, I like your mod, but I suggest maybe you could add some smaller size maps to the mod so people like me whose computers are not so good can also play your mod, also, some people DO like smaller world maps. ( by the way, Maybe I could contribute some to it?)

I may add the Cordiform standard-sized Earth as an example/template to create mods adding new imported maps to YnAMP, but it's not at the top of the list ATM, I need to finish the code for resource placement and I have a few other things to do before I'll be confortable enough to write a tutorial on that.
 
Actually shouldn't we associate coordinates with the city rather than by civ? Then that would make three points of failure.

In fact we could map every city on all the city lists( for the really daring.) Such that when players settle a city, the script finds the nearest city on that civ's list (within reasonable distance). Then assigns the most accurate city name as possible (rather than randomly.)
 
Yes, that's planned, the table structure is already made.

But I've lost half a day trying to figure out how to rename cities using various workarounds, and I think that's the only way ATM would be to override the UI files everywhere when City:GetName() is called.

I'd prefer to wait for a patch allowing city renaming as I could then use the game's added function, but don't worry you'll be able to fill a table with thousands of entries, I promise (we'll share the work a bit, maybe :D)
 
Hi ,

so has someone found out how to rename CS , that we could use more for the Europe map ?

Thanks

Ya, I did it via SQL, its probably doable via XML too:-
Code:
UPDATE LocalizedText SET Text ='Sydney city-state'       WHERE Tag ='LOC_CIVILIZATION_BRUSSELS_DESCRIPTION'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney Suzerain Bonus'       WHERE Tag ='LOC_LEADER_TRAIT_BRUSSELS_NAME'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CIVILIZATION_BRUSSELS_NAME'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_1'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_2'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_3'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_4'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_5'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Placeholder Text!'       WHERE Tag ='LOC_PEDIA_CITYSTATES_PAGE_CIVILIZATION_BRUSSELS_CHAPTER_HISTORY_PARA_1'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Placeholder Text!'       WHERE Tag ='LOC_PEDIA_CITYSTATES_PAGE_CIVILIZATION_BRUSSELS_CHAPTER_HISTORY_PARA_2'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Placeholder Text!'       WHERE Tag ='LOC_PEDIA_CITYSTATES_PAGE_CIVILIZATION_BRUSSELS_CHAPTER_HISTORY_PARA_3'       AND Language ='en_US';

Then you need to add in the modinfo:-
Code:
<Components>
       <LocalizedText id="YNAMP_CITYSTATETEXT">
           <Items>
               <File>Configuration/YNAMP_CityStateText.sql</File>
           </Items>
       </LocalizedText>
<Components>

   <Files>
       <File>Configuration/YNAMP_CityStateText.sql</File>
   </Files>
 
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I'm trying to work on a template to actually Add new CS instead of replacing them, and rules to remove some (so that you can still use have on standard map scripts)
 
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