YnAMP - Larger Map, TSL, Continents++ (beta)

YnAMP - Larger Map, TSL, Continents++ (beta) 1.0.6

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 am trying to remedy this also but am none the wiser thus far on how to correct it.

To wit, I have edited both the base files and mod files to select for 10 default players on every single map size. Spawning 10 Civs in a game is no problem for me in this way, but the issues begin to arise vis-à-vis how those 10 Civs are placed on the map.

As you can see in the attachment below, even after editing and accomodating for the increased player count with respect to the PlayersLandmass1="6" PlayersLandmass2="4" in the base game maps.xml file, (landmass 1 is the home continent, which does not have distant land resources) the game no longer is capable of correctly placing a human player on the home continent reliably. Not only that, but without fail there will be Civs that spawn within 5 tiles of distance away from one another each and every time. This is made even stranger by the fact that this irregular spawning happens on map sizes where there is ample space for good spawn locations for 10 Civs, as the picture below illustrates on a Huge sized map!

This is bizarre and I can't find the correct files or correct code to sort this irritating problem.
 

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I am trying to remedy this also but am none the wiser thus far on how to correct it.

To wit, I have edited both the base files and mod files to select for 10 default players on every single map size. Spawning 10 Civs in a game is no problem for me in this way, but the issues begin to arise vis-à-vis how those 10 Civs are placed on the map.

As you can see in the attachment below, even after editing and accomodating for the increased player count with respect to the PlayersLandmass1="6" PlayersLandmass2="4" in the base game maps.xml file, (landmass 1 is the home continent, which does not have distant land resources) the game no longer is capable of correctly placing a human player on the home continent reliably. Not only that, but without fail there will be Civs that spawn within 5 tiles of distance away from one another each and every time. This is made even stranger by the fact that this irregular spawning happens on map sizes where there is ample space for good spawn locations for 10 Civs, as the picture below illustrates on a Huge sized map!

This is bizarre and I can't find the correct files or correct code to sort this irritating problem.
I guess we can only wait for when Firaxis release larger maps with more civs.
 
I am trying to remedy this also but am none the wiser thus far on how to correct it.

To wit, I have edited both the base files and mod files to select for 10 default players on every single map size. Spawning 10 Civs in a game is no problem for me in this way, but the issues begin to arise vis-à-vis how those 10 Civs are placed on the map.

As you can see in the attachment below, even after editing and accomodating for the increased player count with respect to the PlayersLandmass1="6" PlayersLandmass2="4" in the base game maps.xml file, (landmass 1 is the home continent, which does not have distant land resources) the game no longer is capable of correctly placing a human player on the home continent reliably. Not only that, but without fail there will be Civs that spawn within 5 tiles of distance away from one another each and every time. This is made even stranger by the fact that this irregular spawning happens on map sizes where there is ample space for good spawn locations for 10 Civs, as the picture below illustrates on a Huge sized map!

This is bizarre and I can't find the correct files or correct code to sort this irritating problem.

check "\Sid Meier's Civilization VII\Base\modules\base-standard\maps\assign-starting-plots.js"

for example there is no case in chooseStartSectors for PlayersLandmass1="6" PlayersLandmass2="4"
try 5/5 maybe, or add the case, but I've no idea how the file works globally, and I don't really want to lose time on it as Firaxis said they'll change the way they handle homeland and distant land.

I think players spawning close to each other is a result of the assignStartPositions failing and switching back to a backup algorithm

Scripting.log may output something in such cases
 
I greatly appreciate your awesome work Gedemon!

Also, has anyone figured out a solution for treasure fleet resources spawning in the wrong hemisphere? Starting as Egypt and they are around my start position.
 
I greatly appreciate your awesome work Gedemon!

Also, has anyone figured out a solution for treasure fleet resources spawning in the wrong hemisphere? Starting as Egypt and they are around my start position.
If you mean in Western Africa and Europe (Italy and everything West of it), then I wouldn't worry about it. They don't actually generate treasure fleets or anything, so just consider them some bonus output on a tile. If however it's actually around Egypt's starting position then it sounds like the player hemisphere detection must not be working again (I think this is a Firaxis bug). You can force it the way I describe here:
 
@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.



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)



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.



then the game may think that's the best position, the mod doesn't change the placement logic for non-TSL start.



:goodjob:

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 :D

ping me in your thread if you have any question




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



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)



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.
the TSL works fine now, thanks a lot for everyting!
 
Hi map crowd, for a change of pace I can recommend a simple large Fractal map - you get the interesting coastline, but also more interior structure that smaller sizes don't provide.

The AI disappointed a bit as usual with their expansion (not dramatically so, but there still should be at least two more cities in this picture - this is Immortal) - but I like the huge stretches of empty land at turn 120 (on Epic pace)

Screenshot 2025-02-28 131141.png

I also love this beautiful tactically interesting mountain pass - hadn't seen this on the smaller Fractal maps before:

Screenshot 2025-02-28 130919.png
 
Hi all, just to be clear, we still can't play with more than 8 civs right ? even on Large and huge ? other than that, mod is running fine ?
 
Hi all, just to be clear, we still can't play with more than 8 civs right ? even on Large and huge ? other than that, mod is running fine ?
You can with 10 civs if you change DefaultPlayers="8" to "10" in C:\Users\...\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods\ynamp\modules\config.xml (at least that worked for me).

Sometimes civs spawn super-close to each other for some reason, but other than that I haven't encountered anything bad so far (and even that could be a base game issue).
 
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It would be great if the larger map sizes gave a boost to starting settlement limit, such as +1 per age for Large, +2 per age for Huge, +3 per age for Massive, etc.
 
Hi al, just to be clear, we still can't play with more than 8 civs right ? even on Large and huge ? other than that, mod is running fine ?

Hey there, I currently play games regularly with 12 Civilizations under these conditions:

I have changed the size of my Standard map size to be larger since I am uncertain if Large and Huge map types are slightly buggy right now, and play *exclusively* on the Fractal map type since I have been customizing it to suit the demands of 12 players purely through the global map parameters in order to ensure that spacing between Civs is adequate and reliable. All other map types break down and are not playable with the changes I have made unfortunately. Ignoring that obvious flaw, I do play with this in multiplayer and besides the highly desired fact that the spacing is fine, human players (so far) have always spawned on the home continent and not Distant Lands which I have seen some edits fall into the problem of.

I emphasize that you MUST manually select the 12 Civilizations in the lobby (you will need to duplicate 2 because there are only 10 Antiquity era Civilizations released right now) otherwise the AI will not spawn in at all. Random leaders appears to be completely fine for me to this point.

I have shared the edits I have made in the attached folder and where to place them in the Readme. I tend to like things closer than most, but you can yourself edit the grid width and height if you feel you want more or less space via the maps.xml file.

Enjoy!
 

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I just got on to the Exploration age on the "Massive" map (using Archapeglio). The continent view shows four continents with "Island Treasures available" but not with a "Distant lands" tag. Are there only four continents in "Massive". Will I still be able to find treasures to fulfil the economic progress track?
 
Cool stuff! A question, is there any way to fix the distant land resources on the greatest earth map? I keep getting them in Europe.

1740951248229.png
 
When it comes to map scripts, it is all good, but I have just one request that puts a button beside the game & map seeds that will fill it with a new random numbers combination if clicked. This alone will save a large amount of time when creating new games and having to manually cut paste seeds into the loaded saved configuration.
 
I like to settle early and have plenty of space to grow before running into civs. However, even when I put on Huge map and only have 4 civs, they always seem to be right next to me. Is this just a civ 7 mechanic?

Great mod though. Always look forward to your map mods, and appreciate the efficiency on which you got this one out!! Especially given the lackluster map creation built in....
 
I like to settle early and have plenty of space to grow before running into civs. However, even when I put on Huge map and only have 4 civs, they always seem to be right next to me. Is this just a civ 7 mechanic?

Yeah, I even modded setting the player distance to much more, but they still spawn right next to you.
 
Heya, enjoying the earth map so far. Just wanted to report an interaction between this mod and the Settlement Limits by Rico mod. On the giant earth map, the increased settlements limit shows in the tool bar, but settlements over the normal in game cap still receive the happiness deduction. Will post this in the Settlement Limits mod thread too. Thanks for all your work!
 
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