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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:30
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Recalling how somone once hacked game.txt to get things such as Deity+1 and Deity+2 difficulty levels and an additional barbarian level, I went in and fiddled with the planet climate settings.
Seems like you can make a planet a whole lot warmer or wetter, though not drier or colder.
I now have in addition to the normal Arid, Normal, and Dry, added on Soaked, Downpour, Flooded, Monsoon, and Waterworld.
Temperature added on top of Cool, Normal, Warm: Hot, Sun Baked, Furnace, Nuclear Furnace, and Fireball.
Studies show there does not seem to be any limit to how many additional levels can be made, though difference above +5 isn't noticeable.
Setting it on the Waterworld and Fireball will get you continents covered with Grasslands, yet surprisingly few swamps and jungles. There are no deserts and few plains.
Setting it on Waterworld and Cool will get you a map that is again mostly grassland, with vast forests covering 30% or more of the land. There are no deserts and few plains. Not too many tundras or glaciers either. In fact, fewer than at Arid/Cool.
Arid Fireball will get you about 30% plains, 30% desert, and a good number of hills and a sprinkling of grassland and forest near the poles.
For reference, Arid Cool gets a map with lots of plains and a mix of the other types.
Practical applications:
Arid Fireball certainly makes for a more challenging game.
Increasing wetness increases Grassland, which makes cities build faster and the game go faster. May be good for multiplayer.
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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:30
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Also possible to tamper with Accelerated Startup settings, though even when notched to +4, with game starting at 800AD, neither your civ nor the other civs are any more advanced than the original 2000BC accel start.
Further monkeying around somehow got me a 5000BC accelerated start when I selected normal startup. This was not reproducible. Also was able to add an "other" category to the male/female selection, with the result of the game reading one line over. (so when I'm in despotism, it displays my country as a "kingdom".) Since took it out.
Finally, also added two new levels of competition. 2 and 1 civilizations. 2 gives a one-on-one duel, 1 works but aint much fun, 0 causes a crash, no surprise here.
For those who don't remember the original deity+ levels and barbarians+ levels, those are also included in the file.
You can have up to five notches above Deity, any higher and for some reason you automatically conquer the world at 4000BC.
Barbarians can only go up one more notch before you get a "Divide by 0" game crash due to the way the barbarian factor is calculated. Set it up two notches, and you get a even bigger bonus... and there are never any barbarians except for those that come out of huts. Further notching up of barbarian modifier likely to have similar effect.
Attachment: game.txt
This has been downloaded 28 time(s).
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ravagon
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Australia
Sep 1999 time: 13:30
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Very interesting indeed. You might want to think about cross-posting some of this in the MP forum too as they tend to use a lot of on-the-fly random maps.
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twoflower
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to be serious this allows for many new strategic possibilities some of these are
1 an all kand campaign
2 an all naval campaign
it changes your tech focus for example on an arid/fireball/hugeland/pangea/3 billion years old map you don't exactly worry about naval tech as much and the great wall becomes *VERY* important
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