You need 18 libraries to complete this mission. WHAT?!

jpinard

Martian
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I'm begging... hoping... putting my trust in the great brain of the civ-hive that someone can help me alter this. Here's the deal:

I play on a Super Gigantic map with 17 civs. We all have plenty of space to grow out. But I changed the minimum distance between cities to 4 (default was 2). I HATE seeing a continent peppered with cities EVERYWHERE. Not a single tree left around. So sad!

But at any rate. Instead of building 20 cities, we're building 7-10. But the Mission goals are expecting you're building ~19-20 cities. Where can I change this expectation? Are these numbers kind of pulled from the World Info or Handicap Info xml files?

Thanks!
 
First of all, that's a really good idea! I've never been a huge fan of the cities just crammed into every possible square. Does this work pretty well? Does the AI seem to adjust accordingly? Hmmm...

Anyway!

OK, so I would assume that the file you want is:

...Beyond the Sword\Assets\XML\Events\CIV4EventInfos.xml

I haven't had nearly enough sleep (not even close) to wade through XML right now, but perhaps you can make heads or tails of it. :lol: I would suggest finding the Random Events Listing thread, seeing what info they extrapolated, and working from there.

What I seem to remember:
Spoiler :
It seems that the number of [whatever the quest wants] is based on the default number of players for your mapsize. Some quests then either add to this amount (usually 1) or multiply it, or both. If you can find the thread, and the event you want to change, you should be able to tweak the formula however you please.


Hope that helps (sorry it's not much). Good luck!
 
First of all, that's a really good idea! I've never been a huge fan of the cities just crammed into every possible square. Does this work pretty well? Does the AI seem to adjust accordingly? Hmmm...

Anyway!

OK, so I would assume that the file you want is:

...Beyond the Sword\Assets\XML\Events\CIV4EventInfos.xml

I haven't had nearly enough sleep (not even close) to wade through XML right now, but perhaps you can make heads or tails of it. :lol: I would suggest finding the Random Events Listing thread, seeing what info they extrapolated, and working from there.

What I seem to remember:
Spoiler :
It seems that the number of [whatever the quest wants] is based on the default number of players for your mapsize. Some quests then either add to this amount (usually 1) or multiply it, or both. If you can find the thread, and the event you want to change, you should be able to tweak the formula however you please.


Hope that helps (sorry it's not much). Good luck!

Interesting. I'll go through it. Looks like I might have to just make a whole mod for super-huge gameplay since I've already had to change so much.

BTW - I think the AI does just fine with the minimum 4 tiles between cities. I really don't understand why Firaxis didn't at least have it at 3. 2 is just way too close.
 
I think the minimum is right, no problem with it, i just think that the AI should not use the minimum range to build its cities, they should use better the space they rave to get better located cities. the minimum should be left for resources and frontier competition, it seens just right to put a city close to your enemy/allie to get that resource by culture, or even try to flip and disband the city to get some room, modifing this you lose this caracteristic that i think is very good.
 
I think the minimum is right, no problem with it, i just think that the AI should not use the minimum range to build its cities, they should use better the space they rave to get better located cities. the minimum should be left for resources and frontier competition, it seens just right to put a city close to your enemy/allie to get that resource by culture, or even try to flip and disband the city to get some room, modifing this you lose this caracteristic that i think is very good.

Interesting take on that. In my games so far, there have been so many ample resources this hasn't been an issue. You can still culture flip a city 3-4 spaces away though... can't you?
 
I like to share cottages. (sorry for kinda off-topic).
 
you can flip from far, but it costs more culture, and if the resource you want (lets say it is a bronze or iron) is too close to the enemy city (1 title away for example) you will probably only get it when you dont need it anymore, so i think that the hability to build cities 2 titles away is very good and necessary one.... of course that you can take the city by force, but it is not what you always want to do.
 
Events are silly. In One-City-Challenge you STILL get asked to build 5/6 libraries when it's obviously impossible to do so!
 
you can flip from far, but it costs more culture, and if the resource you want (lets say it is a bronze or iron) is too close to the enemy city (1 title away for example) you will probably only get it when you dont need it anymore, so i think that the hability to build cities 2 titles away is very good and necessary one.... of course that you can take the city by force, but it is not what you always want to do.

You end up with a terribly messy map then, don't you?
 
Why? I don't understand that. Unless you mean you kind of steal cottages from your AI neighbor?

Because 2 cities can work on getting cottages to towns while each also works farms and mines when needed. They sort of raise the cottages together. It ensures that say, those 6 cottages, will ALWAYS be worked. Also, your cap can work a cottage and then turn it over to your second city, who immediatly gets to work a tile capable of supporting itself and contributing to research. This tactic is most useful in MP, when you can expect an early rush and need to get as many improved tiles into your 2-3 cities asap. I generally set up the 5-6 shared cottages first, then improve other things as the population of both cities allows for working additional tiles. Additionally, in MP, you are not likely to see popuation 20 cities, so there is no loss in the long run. In SP, the early advantage of having your second city work villages with its first 2 pops is probably overshadowed when cities get to populations over 10. Even in SP, though, the early boost of a second city working improved tiles from turn 1 (of the city) is pretty nice. It also means that you can get away with one worker for 2 cities, and then send him to the 3rd when your next settler comes out. Sharing floodplain cottages is my favorite start, and with Eliz (warlords) it meant 0AD liberalism (125BC was my best liberalism date - with shared floodplain cottages, of course). You see, at about a 6 pop, my capital would have to run 2 scientists (for GPP), and the 2nd city would pick those cottages up and continue their benefit to the empire.
 
You end up with a terribly messy map then, don't you?

I think people who are displeased with the fact that the minimum number of tiles needed between cities is 2 is quite a small minority. I never thought it was an issue really. But people should play however they like.

Also, doesn't it mess up war? I assumed you increased movement points? Because of the battle system in Civ 4 and the fact Civ 4 is a TBS, essentially units from one stack attack another, so don't the additional tiles basically end up with stacks passing one another?

Messy map? What is so messy about it? Well in any case, there will always be people that get really hot and bothered about losing a 95% chance to win battle and reload and do the same thing with stuff like losing out on a wonder by 4 turns or having city tiles overlap. The first two I can understand ( but don't do... I'm a masochist like that :crazyeye: ) but the last one I truly truly cannot understand.
 
I really don't see why this should change combat...

@jpinard:
Could you please indicate where one can change the minimum distance of cities? I feel the same way you do (although not playing huge maps) and would like to try it. Thanks!
 
I really don't see why this should change combat...

@jpinard:
Could you please indicate where one can change the minimum distance of cities? I feel the same way you do (although not playing huge maps) and would like to try it. Thanks!

Yea, no clue what he's talking about. It doesn't change combat at all. And on Gigantic maps having a trillion cities is killer to fun.

Here's how you change it:

\\Civilization 4\Beyond the Sword\Assets\XML\

open GlobalDefines.xml

Line ~222 is where the minimum city range is set. You can change it from 2, to 3, 4, 5 etc.
You can't drop this file in customassets because it won't be seen there (wouldn't be in a subdirectory).
 
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