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Really Advanced Setup
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0.076 MB
Feb 13, 2013 @ 10:35am
Jul 6 @ 4:49pm
11 change notes ( view )
Description
This mod includes all of the standard options normally found in the Advanced Setup screen. It also adds new features which allow you to modify game play significantly. Works with Brave New World and all earlier versions of the game.
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The following options are available.

Active Civilizations
This allows you to determine which civilizations are active. Deactivate the Civs that you don't want and they won't show up. Even when using randomly selected civilizations.

Starting Bias
Allows you to set starting bias for any player to: Start Along Ocean, Start Along River, Region Priority, or Region Avoid. The region biases allow you to select up to three regions such as grass, plains, hills, desert, tundra, jungle, forest, and hybrid.

Starting Bonuses
You can set the amount of Gold, Culture, Faith, and Free Techs that each player will start with.

Starting Units
You can individually control which units each player will receive to start the game.

Terrain, Features, Resources, and Natural Wonders
There are two methods available to add these items to the map. They can be placed relative to any player's starting location. They can also be scattered randomly across the map. There are numerous options available that allow you to place as many of these various items as you wish on the map. You set the guidelines when setting up the game. The items are then added automatically when the map is made.

Starting Visibility
You can increase the amount of the map that is visible when the game starts. This option applies to all players.

Game Options
Optional Starting Settlers, Disable Nuclear Weapons, Disable Science, Disable Policies, Disable Happiness, Always War, Always Peace, and No Changing War or Peace.

To use the Really Advance Setup mod in your game first enable it then click "Next".
Then click "Single Player" then "Set Up Game" then "Advanced Setup".
Do not click "Back". That just causes you to exit the mod.

For more information: http://forums.civfanatics.com/showthread.php?t=486324
Popular Discussions View All (2)
7
Sep 27 @ 10:43am
great mod
hebrewsjohn
0
Oct 14 @ 5:29am
How to guarantee a coast start?
Loncaros
1,040 Comments
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General Tso  [author] Oct 18 @ 8:19am 
@daniel1318: Did you accidentally back out of the mod?

To use the Really Advance Setup mod in your game first enable it then click "Next".
Then click "Single Player" then "Set Up Game" then "Advanced Setup".
Do not click "Back". That just causes you to exit the mod.
General Tso  [author] Oct 18 @ 7:36am 
Yes.
axepower4 Oct 17 @ 7:39pm 
where is the file
General Tso  [author] Oct 15 @ 8:27pm 
Glad you like it. I'm open to the idea with Beyond Earth. But I'm going to wait and see how things turn out with new game before making any decisions.
iTzMaTt Oct 15 @ 7:08pm 
Will you be making something like this for Civilization Beyond Earth when it comes out, or does it just depend on what Civilization Beyond Earth will be like? Also thank-you for this, it really does help a lot when doing custom games. Thanks- iTzMaTt
daniel1318 Oct 15 @ 3:39pm 
I just put it in my game and enabled the mod and nothign changed the setup is exactlly the same no extra options what is wrong it is the only mod i have installed on it and i am using brave new wourlds
General Tso  [author] Oct 13 @ 7:54pm 
Thanks for mentioning it. I thought I was safe by using GTAS_ to change the file name. I should have known better - the way Civ 5 handle importing stuff has driven me crazy in the past and it looks like it's continuing to do so. I'll definitely change it when I do the next update.
Vice Virtuoso Oct 13 @ 9:59am 
I wanted to bring an issue to your attention which can cause incompatibilities with other mods.

You have a file named "GTAS_PlotIterators.lua" which mostly uses whoward's PlotIterators, but removes PlotAreaSpiralIterator and replaces it with GTAS_PlotAreaSpiralIterator. However, due to the rather silly way Firaxis implemented Lua include statements (it searches filenames for the string to include, rather than only including the exact filename), any lua file which uses "include("PlotIterators.lua")" will instead include GTAS_PlotIterators.lua. This breaks pretty much every mod which uses PlotAreaSpiralIterator.

I've fixed the issue locally by just pasting whoward's regular PlotAreaSpiralIterator into the file. I'd recommend either doing that or perhaps renaming the file to something like PlotIteratorsGTAS.lua.
General Tso  [author] Oct 11 @ 9:16am 
@ Reaver: Rivers would be interesting. But they would be really difficult to modify in a positive way after the map is already created and this mod only modifies the map after it's already created.
General Tso  [author] Oct 11 @ 9:11am 
@Guccio: Sorry no multiplayer.