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snoochems
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What kind of PC do you have?
You'll definately want a beefy PC. (CPU and RAM) Unless you want to spend vast amounts of time waiting between turns....
Anyways, i play the kind of game you want to play. I usually play on map 233 * 256. HUGE. Also, i like to give the worker unit an extra move rate. This speeds up roads and infostructure. Very good at helping get around HUGE maps.
With that many AI, you'll soon run into the built in city limit number. Which really really sucks. So, make it so you can't build cities on swamp and jungle (and maybe tundra). This'll stop the STUPID AI from building cities in really stupid places!
Anyways, make sure you have your CPU oc'ed as far as it can go.... turns take 20mins at it is on my AMD 3200+ @2.31GHz with 1GB RAM.
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snoochems
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I say let them build on tundra. Other wise there will be the forest bug thing. Maybe you can not allow cities on desert. Anyways, stick with the jungle and swamp. because if you really want, you can clear the jungle and swamp, and build.
The Ai probably wont think of that though, therefore slowing down there city rate...
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Switch
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This just in, water has been discovered on Mars...
Apr 2002 time: 00:35
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Well, out of sheer curiosity I've decided to try and make a balanced giga map, fit to hold 31 civs but not kill any system that tries to play it. I've found a 240x240 map to work well, although I suggest using 60% water or else several civs will start on very, very small islands isolated from everyone else. I tried a 230x230, but it ended up with several civs starting literally next to each other despite the 36 distance. This was with continental, btw. However I am not too sure about the tech rate. I followed the pattern set by standard to large to previous, to get a ratio to develop the parameters, however with the resultant tech rate the beginning techs were all greater than 50. I tried setting the max rate to 100, but there were a couple at 100 so I'm guessing that they go even above that. Perhaps this would provide a balance issue, I'm not sure.
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