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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > limitation of the amount of town
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Fervetu is offline Fervetu
Settler

Aug 2004
time: 05:35
  Old Post 15-08-2004 16:32
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#1 Report this post to a moderator
limitation of the amount of town Support Apolyton

i've created a 360*300 game with 16 civ but I have reached the maximum amount of town.
How can I change this number ?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:35
  Old Post 15-08-2004 17:37
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You can't, it's hardcoded. Sorry.

Fervetu is offline Fervetu
Settler

Aug 2004
time: 05:35
  Old Post 15-08-2004 17:51
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THX for the reply , do you know how much ?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:35
  Old Post 15-08-2004 18:09
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IIRC, 512 total (all civs) is the maximum number of cities allowed.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:35
  Old Post 15-08-2004 20:58
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Yes it is 512. You will have to raze someones towns to build another one yourself. They did raise the unit limit so that is not an issue any longer (rarely).

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:35
  Old Post 16-08-2004 03:12
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#6 Report this post to a moderator
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Why not make smaller map, to prevent reaching 512 cities?

The Mad Monk is offline The Mad Monk
Emperor
of Ice Cream
Mar 2000
time: 23:35
  Old Post 17-08-2004 00:00
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Help yourself to an AD-FREE life

Because some of us dream of Great Things.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:35
  Old Post 17-08-2004 20:40
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And then their dreams are smashed by the 512-city limit

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:35
  Old Post 19-08-2004 08:30
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#9 Report this post to a moderator
Re: limitation of the amount of town Put an end to popups!

quote:
Originally posted by Fervetu
i've created a 360*300 game with 16 civ but I have reached the maximum amount of town.
How can I change this number ?


What kind of monster rig do you have??!!

Or do you have one of those distributed computing things going to support your crack habit?

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:35
  Old Post 19-08-2004 09:57
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I think I could run one OK on my computer.

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:35
  Old Post 19-08-2004 18:16
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@Kuci: And what monster of a computer do you have?

Actually, with only 16 civs, it just might run tolerably on my lowly 2GHz Celeron - 16 civs on a Huge map is no problem, and I find that the civ count is a bigger factor than raw map size.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:35
  Old Post 23-08-2004 23:47
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Re: limitation of the amount of town Support Apolyton buy from Amazon

quote:
Originally posted by Fervetu
i've created a 360*300 game with 16 civ but I have reached the maximum amount of town.
How can I change this number ?


That map size is useless because of the city limit. Try 256 x 256, with no cities allowed on Desert and Tundra. That will be about right.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 24-08-2004 00:47 Visit joncnunn's homepage!
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Could be worse. In Civ II & SMAC the limit was a mere 255. (city id # 0 was reserved for ineranal program use)

If you don't want to reduce the map size from the 360 * 300, you need to reduce allowed city spots. One way is greatly increase the water tiles. (Check out the Shogun-Japan conqest.) It's the largest map of any conquest, but there is so little non-water tiles it's very tight with 18 civs.

Another way is to edit types of terriagn cities are allowed on. Yup, removing Desert & Tundra help, but you would also need to:

1. Remove all forest overlaping with Tundra.
2. Disallow the building of forests in Tundra.

Otherwise the humans still can.

Also, recheck any over size large map when done to ensure there's no way to decently place 512+ cities on the map.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 24-08-2004 00:49 Visit joncnunn's homepage!
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#14 Report this post to a moderator
Avatar Enlargement: We've got the solution

My experence agrees with you. On my previous computer I played Fall of Rome. I could greatly see the AI turns speed up every time I knocked out a civ.

quote:
Originally posted by Last Conformist
@Kuci: And what monster of a computer do you have?

Actually, with only 16 civs, it just might run tolerably on my lowly 2GHz Celeron - 16 civs on a Huge map is no problem, and I find that the civ count is a bigger factor than raw map size.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:35
  Old Post 24-08-2004 17:50
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#15 Report this post to a moderator
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Out of interest, does anyone know if the number of colonies is limited as well? Is it linked, perhaps, to the number of cities?

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 24-08-2004 20:52 Visit joncnunn's homepage!
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#16 Report this post to a moderator
Got spare money?

Never heard of the colony limit being hit, but colonizes being annexed by cities as they expand tends to cut down on number of colonies.

quote:
Originally posted by MrWhereItsAt
Out of interest, does anyone know if the number of colonies is limited as well? Is it linked, perhaps, to the number of cities?

The Mad Monk is offline The Mad Monk
Emperor
of Ice Cream
Mar 2000
time: 23:35
  Old Post 28-08-2004 16:04
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I'm running a 362*362 world on DEBUG with all 31 flavors. (I've been testing a mod which is being designed specifally for monster worlds, with adjusted tech rates, enhanced culture, different unit stats and a reworked tech tree -- so far so good, no AI got to an advance government until ~10 AD, and no knights appeared until ~500 AD.) It's now 960 AD, max cities, all AIs still alive and kicking, multiple alliances,wars, etc.

The movement phase is the longest, at about five minutes if I keep the shift key down (longer if there are lots of battles, which are always real time); invdividual civs may trigger pauses of up to thirty seconds before passing movement to the next civ (but usually don't), and then there's a two minute pause (build phase, I think). Typically 10 minute turns, now.

Oh yeah -- Athlon 64 3200+, 1 gig RAM, AIW9600XT Card.

Last edited by The Mad Monk on 28-08-2004 at 16:09

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