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Yes, random maps only
Test build version is not allowing mods, so could not test this new city density the way i wanted, ( Edit it was an Epic thing so not a bug ) but the test build implies your doubling the city distance so you might expect around half the map your used to, to be outside of base city radius, but it looks at first pass to be more like 20% or 10%. Was c20% the goal? or was reducing city location numbers, the prime mover in this. Either way, taking your scout 2 turns to reach your bonus city site is going to take getting used to!
C:\Program Files\Epic Games\OldWorld\Reference\XML\Infos\globalsInt <Entry>
<zType>MIN_CITY_SITE_DISTANCE</zType>
<iValue>8</iValue>
</Entry>
globalsInt is where you can change the city min distance, so you can double it or shorten the 8 hex distance between city sites.
Ludicrous = 32767 hex tiles this produced 251 city sites for a 6 player game using min 8 hex, if you go ballpark that city starts with c50 hex tiles before you expand out, then 38% of the map playing area, is inside city sites when you start, or 62% is awaiting to be expanded into. Or if its 25 hex tiles its 19% and 81%
Latest test build halves the city sites generated, on average, so 19% of the playing area starts out in city radius, or 81% is awaiting to be expanded into.or if 25 hex tiles, 9 and 91%
Some ppl may think city sites make them can't "have full control" or calculate tiles precisely (min/max?) so it's bad.
But I have to say they are narrow-minded (no pejorative) or they ignored something.
1) You could treat city sites as "difficult". Why ppl accept difficulty of giving AI nations % bonus and resources, (AI got huge bonus in high diff in other 4X. Experienced players and hardcores accept it), but don't accept it in another 'form'?
2) It brings another layer of thinking, which is good for strategy games.
Let me have a example, say roguelike/lite, its core is not just 'random' but making choices and thinking under the imperfect resource the RNG give you.
Well maybe it's not a proper example but I hope ppl can get what I mean.
Let alone 1, there are 4 or 5 ways to 'gain' tiles. Do not think you cant get that tile if it's in a distant.
2, Some 4x games about universe, the stars or star systems are "city sites" in another form, why accept them but not Old World?
3, There is MOD about it like dev said above.
Because the overall potential number of city sites is greatly reduced, and the AI distance to human player has remained a constant value, the odds of being next to an AI from the start, have increased. Before finding a single barb, i found nearby 2 AI capitals and third at mid range on a ludicrous map.
https://youtu.be/ZutKNB0u0lk
Now imagine if you have 20 cities like rome has, it would be painful. (Rome itself only directly administered a few of them) The game address lack of cities with towns and hamlets
Of course a bigger map would be great with tons of cities like in real world, but very big maps requires nasa pc.
One thing i do feel oldworld fails is having pops on towns. I like that big cities are scarce, but towns should should be plentiful, generate more bonus adjacencies and have pops themselves to reflect developed towns x villages
One solution, which requires a text edit only, is to make the distance to Ai *3 whatever the city distance value is set as, so that puts more city sites between human and AI and often pushes the human to the map edge rather than a central position between the AI factions.
You mean more autonomous cities i think. Have you looked at the mod that gives you that https://mod.io/g/oldworld/m/automate-cities The newish city density allows you to have quite a different range for number of city sites, pleasing everyone i would think.
Roman Empire was c1,600,000 square miles with c850 Cities, so you can get that level/ratio of cities in game by tweaking the values.
I dont know if that quite right, i play on uber map sizes and 20 secs a turn is not a big ask, War in the East 2 can run to several minutes a turn and that is annoying.
More granulation would be nice, but i dont see what is there already is an issue in and of itself.
If you want to find out, if your PC meets the requirements of NASA, make use of this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2863544568
Of course the jump from c8k to 15k hexes is quite big, so you can edit the size you dont want to use, (for example the biggest which is v32k hex map, or the smallest map and you never use it) to something more than huge c8k, but less than the 15k, so edit it to be 10,000 hexes or 12,000 hexes, which is the size you feel is best for you and want to play on.
Bigger than that and ran into problems with map generation scripts.
Thanks for highlighting this. Minimum AI distance will scale with city site density in the next patch and there are some bugs with sites potentially starting too close for the settings which will also be resolved.
Your welcome. So the Ai to Ai start locations will scale with map size as well?, ie bigger map more distance between start locations for Ai to AI as well as Ai to human.