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Sn00py
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From New Zealand
Aug 2001 time: 13:29
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So I decide to play it to see how fast it is, thinking it will be incredibly slow, I only put two civs in, america and russia 
well, it goes very fast, just fine in fact. I knew there was a lot of land, so I built a few scouts - 10 actually! and in the 10 minutes of land searching I did, I had only discovered that tiny peninsula, that you see on the bottom right of the left continent in that map. and I thought to myself - holy crap! And then I thought, wouldn't this make for a great realistic game. Distance could now become a major factor, except for modern times of course. But if, say for example you wanted to wage a war on someone, then you would have to make sure you are prepared, coz you may have a long journey to get to your destination.
I'm going to have a go at it with 15 civs, but not on this map, I don't want to play a map I have already seen. 
I'll just add all the new units that came with PTW and alter the movement rates of some of them 
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:29
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The map generator blows me away actually... there hasn't been all that much discussion of the algorithms, but they *feel* very sophisticated. It makes sense to me that the bigger the map, the better the result.
At some point, I'd like to do an AU game putting the player into the RL equivalent of southern Africa, South America, or Australia... where distance, terrain, etc., truly impact long-term success.
On a separate note, one of these days / years we'll play another big demo game (I mean BIG... like PTWDG or ISDG), and it might be interesting to use a truly huge map.
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Sheik
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I think it is 512 for all civs.
How long did it take your computer to generate the map? What are your computer specs.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:29
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Let's do some maths. We have a 512 city cap, and each city uses 21 tiles. That's a maximum, which will hardly be reached, but we assume it works. So all 512 cities use maximum 10752 tiles. Now, if a map has 70% water and 10752 land tiles (for convenience we neglect coastal tiles), it has total 10752/0.3 = 35840 tiles. If it's a square map, the size would be about 268 x 268. This means, every map larger than 268 x 268 tiles will without any doubt trigger the 512 city cap and is therefor useless to play with the standard rules. In fact, since cities usually overlap a bit and use coastal and sea tiles too, this treshold is even less, perhaps 240 x 240 or even 220 x 220.
What rules have to be changed, to make larger maps useful? The city cap can't be raised. We could limit terrain cities can be built on. For a start, tundra and desert could be excluded as city locations (additionally to mountains). Now could somebody say, ok, I plant forest on the tundra in order to settle there. This would make it necessary to forbid settlement on forest as well, and for the sake of logic, on jungle too. Want to settle on forest or jungle? Chop or clean it first. The OCN should also be raised a bit, perhaps doubled. The reason is, that the AI stops building, when the OCN is reached. If we assume we play with 16 civs, 32 x 16 = 512 seems ok, but there will always be civs boxed in, or eliminated early, which creates a surplus, which would favor the human player, because he's the only one who neglects on the OCN. To fiddle with the OCN has also influence on corruption. And the tech rate has to be vastly increased. On a 360 x 360 map, the tech rate has to be about 5 times the rate on a huge (160 x 160) map. That would be 2000, IIRC (huge tech rate = 400? No access to Civ3 right now). But as far as I remember, the maximum accepted tech rate is 1000.
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mimi
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Where Moose are Meat
Feb 2002 time: 01:29
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Ok - pretend I'm asking this question (oh, wait, I am asking this question...) and try to be very simple in your explanation. i.e. leave mathematical formula out if possible.
When you (the royal you - any of you, not you specifically) talk about the 300x300 map, is this the size that the game generates when you select huge? So if I choose this size, eventually my game will crap out 'cause of the 512 city cap?
On a huge, each AI civ will only build the optimum city max (which is???) and this will prevent hitting that cap as long as the player does not go above this number either? If the AI stops when it hits the max number, is that only for that civ - i.e. if Greece and Egypt has the optimum number (whatever that is) and then Egypt gets wiped out, will Greece then try to build the extra cities made available by Egypt's elimination or will they not since they are already at their max?
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Dominae
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It's the same map generator for Huge maps as it is for Tiny ones.
The only reason Huge maps "feel' better is that the higher number of tiles allow better "resolution" for each geographical feature, such as deserts, mountain ranges and so on. The same is true of Achipelago maps: ever notice how Standards-size island maps look horrible, while Huge ones look good? It's just that the islands in Huge maps look more like land masses instead of two or three tiles in the middle of nowhere.
It does not "feel" like the smaller maps incorporate geographical features, but that's just because a band of jungle will be 5 tiles wide instead of 30. Playing the game a lot, even on the smallest maps, allows you to predict the location of terrain features with some regularity.
A way of "tricking" the game into putting more recognizable features in smaller maps is to set the World Age to 3 billion years. This increases the size of the features, thereby creating worlds with seemingly endless expanses of bumpy, flat or overgrown terrain.
Although I admit I like the look of Huge maps better, they certainly do not make for better gameplay. I find that the starts are either too good (see Kon's screenshot) or very poor (stuck in the middle of a gigantic jungle).
It's too bad that the Standard size for maps does not produce "pretty" worlds. But this is unavoidable. I got used to the "choppy"-looking worlds a long time ago, because I knew that it was pointless to get hung up on something like this, in what is otherwise a fun game.
Dominae
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