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ThaddeusAlexander
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Toronto, Canada (Canada's TRUE capitol :))
Dec 2000 time: 00:14
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I am currently working on a world map that is 250 x 500 and that will contain 32 civs. To create a map that is as realistic as possible, I have taken a Mercator's map that I scanned, re-sized to proper proportions, re-sized to print on a large diamond grid, and now I am about 1/2 way done the final touches of adding actual terrain types.
I might say that it is sad that I put so much time into this project (one..square...at...a...time...ARG!), but I think you will all thank me when you see the final project. It really looks just like a professional map you might buy; in perfect proportions and next-to exact placements of the world's major rivers and lakes 
But my next topic is one of greater importance. I am creating a scenario that revolves around the Mediterranian sea, called the 'Dawn of Civilizations', and will include all the earliest civs from the area; I'm looking at around 21.
BUT I HAVE A PROBLEM!
By spending days on my world map, I never got a chance to learn how to use the sprite list, and thus change and modify unit types (use of triremes, phalanx, legions, etc...). I also need to find a way to change the names of some of my civs.
IF ANYBODY IS WILLING TO SHARE THEIR INFINATE KNOWLEDGE OF SPRITE USE AND MODS WITH ME, I WOULD BE GLAD TO PUT YOU ON MY DESIGN TEAM! This next scenario is gonna be GREAT, but I need a hand. I'm getting too old for this! 
My world map should be up by the end of the week; I want to try it out before I let you guys loose only to find it crashes your system at some odd point in the game.
Until then, Good GAming!
Alex
alexmatusiak@aol.com
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ThaddeusAlexander
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Toronto, Canada (Canada's TRUE capitol :))
Dec 2000 time: 00:14
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Omni...how much RAM do you have??? I've never been slowed down THAT much, and I've played a 32 civ game right up until 2300.AD. The map was 200x100, so it wasn't a monster or anything. What I found is that about 10 civs will get abosorbed before 0.AD, and a few more after that, so by the time I got to around 1600, there were 18 civs left, and the game ended with 16...1/2 the starting numbers.
I understand that when I hit 'end turn', especially later in the game, the span lasted anywhere from 1 to 2 minutes at most, but simply dropping off excess junk like 'animated trade routes' and 'show enemy moves' takes off alot of heat; more than I would ever have imagined!
I guess I'm just searching for realism, thats all. I find that the more civs you can take, the more interesting the game becomes.
QUESTION; how can you take lots of civs in a smaller game? Everytime I want to use alot of civs on a huge map, the game just shuts off on me. Does it have to do with available starting locations? Or with starting location distances??? If you know, I shure would like to 
Alex
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Elucidus
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I have to agree. I haven't had any problems (so far) with large maps and civs. I've got an 850/128MB & 650/196MB that I play on mostly and neither one has had any slow down yet. Just though I'd Let you know. Also I had just started on a world map of the exact size you mention (250x500). I am still in the infant stages, but I believe I will hold off. Hopefully, your map will be as good as it sounds, then I can just nix that project and get back to the other ones I was working on. Thanks for the hard work, both of you, it is appreciated. Actually, that should go out to everyone.
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Yours in gaming,
~Elucidus
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:14
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I would like to suggest an alternate approach to what you are doing.
First, create a smaller map scenario, something in the range of 70x140x16civ to 140x280x24civ. Once you have this working, after plenty of playtesting by OTHER people, continue with your larger project.
The map sizes and number of Civs you are talking about will only be usable by possibly the top 1% of the people. The smaller maps will be usable by about 60% of the people.
Also, you really don't want to spend 150-200 hours working on a map only to find out it is not only unplayable but also unusable. This means you will have to start over from SCRATCH to produce a correct one.
Of course, it is your map and your time so you are free to do as you wish. However, I can tell you from personal experience, it is very frustrating and disappointing to have high hopes for something like this and have it all blow up in your face.
Good luck
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Elucidus
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Omni,
I am on my second game with your map (4th with a large map 90 x 180+). The first one ended abruptly when too much editing and testing caused some problems so I had to delete some of my saves and do a clean install. I haven't got as far on the other game yet so like I said "so far". Also 10 Civs were out of it already in the first game, this time only two are so far. We'll see.
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Yours in gaming,
~Elucidus
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marc420
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Oceania
Jun 1999 time: 05:14
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MarkG pointed out a little while ago some settings on the AI and the time it takes for a turn.
I believe these are in the Const.txt file. Search for the string AI or AI_ and I think you'll find them.
I've been cranking these up higher in order to trade a smarter AI for slower turn resolution. Generally, most AI's are going to search through multiple options, then pick the one that scores the highest on its criteria. The longer you give it to do this, the better options it should find, and thus the smarter it should play.
But if people are having trouble with slower turns with lots of civs, they may want to look at these settings the other way. Trade a somewhat stupider AI for one that can play its turns quicker.
Don't know if that will help, but it should at least be something worth fiddling with.
marc
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