 |
|
CharlotteCivver
|
|
quote: Originally posted by Sparky
I made a version 1.01 of your map. If you're interested, I removed horses from the Americas, slightly refined the Great Lakes and Britain (I mean very slightly!), put more oil in Venezuela, and added starting locations for all the Civs I have always thought should be in (namely, the Turks, Mongols, Spanish, Arabs, Vikings, and Pheonicians). |
Removed the horses from America? What about the wild horses at Chincateague, VA? Didn't everybody learn about that in elementary school?
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
Version 2.2 is here. See the first post for a summary.
|
|
|  |
 |
|
Dreifels
|
 |
Alpha Centauri
Oct 1999 time: 06:16
|
|
Still some mistakes:
1) at Ankara transit between Black Sea and Middle Sea must be possible by ship 150,60
2) 126,42 is there a ship transit possible at Channel? I didn't test it but it looks that is isn't possible.
3) Spain and France in history had 95% forest
4) 131,43 must be a coal recource (one of biggest brown coal recource of world there is) (France + Germany do have much more coal than England) + 130,46 black coal
5) 138,42 also big browncoal recource is, and beside that also an uranium recource
6) and again and again: Salpeter wasn't a strategic recource for Gun Powder, but as the game this bug has and you can reserarch until atom and never get better units than sword and bow if you don't have salpeter, you have to balance it by giving one salpeter to every starting point.
ALL must have that recource if they have researched the tech for gun powder, all other will make the game unbalanced.
Last edited by Dreifels on 26-11-2001 at 12:27
|
|
|  |
 |
|
HansZarkow
|
|
This map is magnificent!
The only thing I'd like would be a more woody one, I think it was mentioned earlier, this would delay the inevitable dominance of North America and Europe for their ressources. Also I think Canada is even today forest covered and not a plain.
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
Thanks for all the replies and suggestions. Driefels I'll look at resources in Germany. And maybe a third map with more forest in North America, Europe and China.
Bye the way I live in Canada. It is mostly forest, and apart from the great plains the rockies the developed east and northern tundra, it is on my map as well.
All this work and someone has to go and post resource maps that tempt me to redo it all.
Driefels as to your questions:
1. I go back and forth on whether I should put in the Bosphorus by Istanbul. I wish they retained the old system where you could pass by land and sea.
2. You can pass through the English Channel. The Grassland just makes it look funny.
3., 4 and 5, I'll look at changing.
6. I understand you can find it almost anywhere. But if it's supposed to be strategic, at least in the game itself, I've limited it to locations I found in an Encyclopedia. Hopefully the lack of Salt Peter will encourage trade and/or war.
Anymore votes re location of horses (historically old world) and rubber (historically new world)?
Sparky, I was also tempted to replace the Zulus with the Songhai/Mali empire. Or Maybe Ethiopia.
|
|
|  |
 |
|
Sparky
|
 |
DC, Cleveland, Charlotte. Take your pick!
Jan 1970 time: 00:16
|
|
Interesting you mentioned the songai and ethiopia. I had already put in starting locations for the ghana/mali/songai on west Africa, and for the Ethiopians as well. Honestly, I think Sid should have picked one of those empires instead of the Zulus waaay back in the days of Civ1. I'm debating whether to add the Conganese or keep them as a series of goodie huts.
I also added starting locations for the Arabs, Turks (who were actually supposed to be in Civ 1 but got cut at the last minute!), Mongols, Phoenicians, and Spanish.
I've often wondered whether to include the Dutch (but darn it, their period of dominance was really only the 17th century) and the Austrians (although they're practically just a large faction of the Germans. The Germans have never been unified until recently.) The Hebrews are tempting, too.
|
|
|  |
 |
|
Badtz Maru
|
|
Maybe you could rename saltpeter to sulfur and find out where that can be found to have a strategic resource for gunpowder. Saltpeter is easy to produce, but I think sulfur needs to be mined, and is also an ingredient for primitive gunpowder.
|
|
|  |
 |
|
Dreifels
|
 |
Alpha Centauri
Oct 1999 time: 06:16
|
|
quote: Originally posted by Selanne
6. I understand you can find it almost anywhere. But if it's supposed to be strategic, at least in the game itself, I've limited it to locations I found in an Encyclopedia. Hopefully the lack of Salt Peter will encourage trade and/or war.
Anymore votes re location of horses (historically old world) and rubber (historically new world)? |
You have to watch that you don't generate a general problem of unbalanced games with the map.
- If you restrict Salpeter you may research up to nuclear weapons but never get more than sword. Such the game makes stupid and frustrates a lot.
- Rubber isn't available in cold climate
- Horses are alt last not a real recource as you have to trade it 1* only and then you have your own. But such isn't possible in the game. So you can't restrict the places for horses to those 2 areas where they are coming from (means America never gets a horse)
- In reality coal was the surrogate for oil in the 1st world war. As the game doesn't allow to set offshore oil recources you should place some oil positions at the coast there, i.e. England, Norway, Venezuela.
- Make 2 different maps, one similar to 5000 BC and one similar to today, as the terrain had changed very much within 800 AC and 1700 AC (forest was needed for lot of ships, i.e. Spain, England, France, Italy, Greek, Turkey, Russia, so they today have less forest than as that early time.
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
Thanks for the info Dreifels.
As for Saltpeter, I guess like in the games I have played, you have to conquer land with saltpeter, if you don't have it and can't trade for it. First game I played (random map) I didn't have access to horses, oil or saltpeter. I had to go "acquire" it all. I find that fun. However I am considering redistribution. I'll see how others feel. Or as Badzt Maru suggested I could rename the resource. On a side note Aluminum is available almost everywhere in the world as well.
Scotland, Norway and Venezuela all have oil on my maps (or should unless they got erased somehow).
I am considering a third version with heavier forest cover.
Sparky has suggested extra starting points. Does anyone else like this idea?
Darryl
|
|
|  |
 |
|
ismail cem
|
|
Ankara
Nov 2001 time: 05:16
|
|
Has anyone discovered a patch for the tech-tree?
I know that any change made to the 'rules' of the game spoils the tech-tree, thus making selanne's map unplayable.
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
I don't know why you say "unplayable". It's playable, you just can't access the tech tree properly. Frankly I don't consider this a handi-cap.
|
|
|  |
 |
|
ismail cem
|
|
Ankara
Nov 2001 time: 05:16
|
|
selanne, i meant that there is no way to control technological advance in any direction we please, which makes the game, not the map, unplayable.
That was why I asked if there was any known patch for this problem.
There is no reason not to appreciate your contribution.
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
Thanks for the explanation Ismail. Sorry about th misunderstanding.
Lauretius, If Finland gets furs, who should I take them from. By the way I assume you might know where I took my name from?
|
|
|  |
 |
|
Kolyana
|
|
Selanne, excellant, excellant work. Thank you for doing this and spending your valuable time putting up with the whinging from people who are never happy*, and yet are too damn lazy to do their own map.
Remember, regardless of what happens, this is your map and it must have your feel.
It looks very, very nice.
I've just finished a full game on Satya's, I'll try yours next and see how she fits
* Disclaimer: Just one person who has had plenty to say in this thread, but nothing complimentary to anyone. :tsk:
|
|
|  |
 |
|
Junnila
|
|
Tech rate doesn't seem to work with this map. No matter what I do or on what level I play I get behind in science and eventually end up as a backwards civilization. Could you please fix that.
Great work though, clearly the best map out there, if only...
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
Sounds like the Swedes and the Finns have a bit of a competitive spirit between them? Yes you're correct I'm a big Teemu Selanne fan. I remember the glory days well. But now Winnipeg's pro-hockey team has moved to Arizona, and Teemu is playing in San Jose.
Tech rate is set at 400. I haven't had a problem but then I've only played this map at level 2. Earlier maps had a lower tech rate, are you sure you have the current one?
I'll look at making the Baltics and Finland more forested. They were left with some grassland to allow cities like Riga and Helsinki a place to grow.
I'm also looking at making a smaller map as one this large does slow down later in the game with 16 players.
|
|
|  |
 |
|
Junnila
|
|
quote: Originally posted by Selanne
Tech rate is set at 400. I haven't had a problem but then I've only played this map at level 2. Earlier maps had a lower tech rate, are you sure you have the current one?
. |
I do have the current one. Problem is, when tech rate is at 400 the enemies seem to get advances a lot faster, while I'm stuck in africa with 40 cities and 90% science rate, yet I get advances in 24-32 turns and am backwards civ. With tech rate 200 all are pretty even and actually can get advances at as low as in 10 turns. There's something wrong there...
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
Just to be clear: Does raising the tech rate only help the AI or the player as well? I was under the impression it did both, and the larger the map the higher the tech rate that was needed.
What government are you in? DO you have city governors focussing on production and ignoring city squares that would help science? I know early in all games I've played there's a period when discoveries always seem to take 24-32 turns.
I'll see about adding furs to Finland the next time I modify the map. I want to wait and see if the tech rate needs to be fiddled with.
|
|
|  |
 |
|
Junnila
|
|
quote: Originally posted by Selanne
Just to be clear: Does raising the tech rate only help the AI or the player as well? I was under the impression it did both, and the larger the map the higher the tech rate that was needed.
What government are you in? DO you have city governors focussing on production and ignoring city squares that would help science? I know early in all games I've played there's a period when discoveries always seem to take 24-32 turns.
I'll see about adding furs to Finland the next time I modify the map. I want to wait and see if the tech rate needs to be fiddled with. |
I have no idea. I haven't played for awfully long but at 600 AD people are still in the ancient age and I'm at about 3rd to last in tech with 90% science rate(200 tech rate). At the moment my government is despotism, could that be the reason?
If I use tech rate 400 then it looks as if the enemies get advances a lot faster than I do. They enter middle age at 200 ad or so while I have barely researched 6 advances.
I don't use governors except for mood.
It's strange... I don't know which to use 200 or 400, both seem to have side effects.. hopefully you can help us.
Also when Hussein of Iraq invaded Kuwait, it was said he had control of over 70% of world's oil. So I believe that the oil should be taken from United Kingdom and be moved to Iraq/Kuwait.
I also think that USA has too much oil(3) and one of them should be moved to Russia. What do the others think?
|
|
|  |
 |
|
Junnila
|
|
I have now tested all tech rates from 150 to 500(150,160 and so on..) and I believe 340 is by far the best of them all.
Somehow at 340 everything seems to be in balance. However if you raise the tech rate to 400 to get advances faster, it backfires. It doesn't handle techs as it should and could end being as bad as at 150. My suggestion is to change the tech rate to 340.
With it the map absolutely rocks. I played it with every level except chieftain and deity.
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:16
|
|
I wonder why 340 seems to work? Anyone else tried this? I'm having no problem with tech, but then I'm only playing on level 2.
Hoping to add an update with expanded city lists and a changed tech rate soon. Mostly working on the 180x180 map right now.
|
|
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|