@ariel552 what's your issue exactly with capital cities ?
the TSL seems to work fine on my end for Spain and USA, but it's possible that the AI moves its unit before settling.
Hi, first of all - I love the mod. But some of the islands belonging to distant lands sometimes are accessible in the antiquity age, as seen here (yes, it's the start of exploration - first turn tho, as can be seen) - Ashoka was able to settle 3 towns there, as he had a coastal tiles tunnel to them.
View attachment 720795
The script didn't use brute force for ocean separation as in the vanilla script, instead it lower the "height" value of plots in those regions, making them more likely to be coastal or ocean than land (this is what reduces the blocky aspect of the map)
In most generation, there is an ocean separation, but it's not impossible that coastal tiles are placed and allow reaching the distant land.
Not sure if it's easy to solve, I've put it in my "to do" (maybe Firaxis will release more "organic" map script before that)
I'm actually ok with those, as well as in Africa, as Africa was a big part of the age of exploration as well so it makes sense, and nobody starts over there now. The ones I was seeing were in the eastern part of Africa, as well as the middle east. I started as Egypt and there was chocolate at my capital. I also had some tea in the south of Italy. I was able to hack a fix actually by going into the map script and just changing this line:
to:
That forces the western hemisphere to be the new world from what I can tell. Then I can just change it to 0 if I want to start in the Americas.
It looks like there's supposed to be some auto-detection happening but it seems to not be working. I suspect it's a simple fix, but if it's not it might make sense to have two versions of the map, one for each starting hemisphere.
The map script doesn't change the resource code, neither the position it's called in
the east-west selection is based on human player's starting location, it's also vanilla code (if you spawn in Americas, then the Old World is the distant land, if you spawn in the Old World then the Americas are the distant lands)
I've added a "debugging" section in the mod's download page, that could help see the issue, I'd like to know if those resources are on distant land or homeland tiles.
Thank you, but for some reason I always spawn at the same place when I create a game. Is there something I have to do to make it random ?
then the game may think that's the best position, the mod doesn't change the placement logic for non-TSL start.
Hi,
First of all, thanks for your mod! I've been a huge fan of Earth maps since Civilization 1, and I mostly play on them when playing solo.
May I ask what you used to edit the map, do you already have a tool to edit Civilization VII tiles?
Years ago, I had made a
map editor for Humankind, and I was wondering if a Civ VII version of such a tool could be useful—for example, for tagging continents, changing resources, etc.
Thanks.
EDIT: I could not resist and started programming it. I created a separate thread here:
https://forums.civfanatics.com/threads/unofficial-map-editor-wip.695900/
I wasn't expecting something like that this fast !
I used your tool for HK, thank you very much for it, and if/when elevation and rivers placement are possible, it would save me a lot of time if it could export the HK map to a table format similar to the one used in civ6 (or civ7, a new format will be needed, but I should be able to import both in YnAMP), the other day I was pondering if I should write a plugin for HK or try to edit your tool's code
ping me in your thread if you have any question
Not sure if there is something going on with my game but I only seem able to add eight civs, the last two simply never get added to the game if I select them.
I have the impression there is a bug in the game's code that don't add civ above the default value of the map (which is 8), even if it allows a max of 10.
Meaning you'd have to change the <DefaultValue> in the <MapSizes> table (in "\ynamp\modules\config\config.xml")
I didn't change it by default, as there have been issue reported in relation to number of beliefs/religions when the number is >8 IIRC
I follow GEM and YNAMP since Civ 4.
Both Civ 4 and Civ 5 use only one tile per city which makes it easier to create an immersive playable Earth map. No problems with 1-tile-island-cities who can work sea resources.
In both Civ 6 (with districts) and Civ 7 (with towns) cities require lots of additional neighbouring land tiles to work. This is a huge problem for small 1-tile-islands (eg Polynesia) as well as slightly bigger island groups like Great Britain and Japan or peninsulas like Singapore, Italy, Korea, ...
Compared to Civ 4 and 5 the Earth map would have to be significantly upscaled for Civ 6 and 7 to give each city enough space and allow a similar immersive play as with Civ4 and 5 .
Earth has a surface of ca 510,000,000 km² with ca 70% water and ca 30% land. (Due to the definition of the "meter" the equator has a length of ca 40,000 km.)
The standard Giant Earth Map features 180 x 94 = 16.920 tiles which corresponds to ca 30,000 km² per tile.
The metropolitan areas of the huge cities like New York City or Tokyo have a size of ca 12,000 and 13,450 km², so on a scale of 30,000 km² per tile a single tile would correspond to 2-3 metropolitan areas per tile.
I know that landmasses are significantly upscaled in GEM but that is not enough. The scale works fine for 1-tile-cities but not for several-tiles-cities in mentioned small regions.
How are the chances to run a massively (4 - 10 times) bigger Earth map in Civ 7 (PC) to have detailed local geography for each city?
Are there experiences how much RAM and VRAM usage increase with number of civilizations and world size?
Is there a map editor for Civ 7 as there was for Civ 4/5/6?
ATM 128x128 seems to be the max (haven't tested in height, but when width >128 the tiles after x = 127 have no graphic terrain rendered)
230*116 is loading (with the above issue), didn't test the limit, but I was very far from my RAM or VRAM limit. (in civ6 VRAM was a limit at the beginning, but later map size limit was hardcoded more VRAM didn't help to load bigger map than 200x104)
I just noticed there appear to be no coastal resources in my greatest earth map game, although I do see them in your screen shots. Maybe my starting area is just very unlucky, or could this be some sort of incompatibility issue?
Bad luck I'd say. Or more precisely no additional luck for starting positions with TSL I suppose.
The mod still use the game's code for resources, in the same order as the original scripts.
"assignStartPositions" is called after resources, but there is a "startSectors" called before, and I've not looked to closely at the assignStartPositions file yet (I have PTSD whenever I see that file name from civ5 and civ6 times)
I'll have to check how resources are balanced around starting positions at some point.