Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
some maps are better than others
I think the world map , you can spawn in NA and find 3 workable wonders and find 2 more pretty fast
I play the 4 cornors map , restart till you spawn somewhere in the middle of the map , you will be happy ... I think I was the 1st to find 7 wonders once
if you really want to spice things up , add a natural wonder mod - few more wonders - slightly more powerful - nothing OP
play a 'classical' start where you start on turn 75 with the extra spearman
and pick social policy that gives you the extra worker ( turn 1 , dont wait till turn 2 )
now use the spearman and 2nd worker as defacto scouts to find more wonders faster
dont forget to use worker boats as early game scouts
I have played games on the hardest level where I could get 6 cities up and running in 25 turns
I think I know what you want to do , and it can be done , just need to find the right map
I play on epic speed and on the hardest and 2nd hardest level
another trick to combat the cheating AI
if your really good and really fast , your only going to find 10-16 goodies huts , under game options , select new random seed , now quick save your game ( f11) and reload till you find a good hut , 80 gold or 30 culture is alot better than a map of the area
its sucks and you might have to relaod a few times , but its sooo worth it , at this level the AI cheats , so you need to cheat back ( just a little )
gl jay
Thanks for your input!
You are right. I used in all cases my habitual settings which are:
- Marathon
- Huge map
- Continents or Pangea (50/50)
- Emperor
- Raging barbs
- Low sea level
Since I usually play MP and this was of course all single player, I wonder if this could have any effect on the map generation and natural wonder spawning.
In fact, until now I have mostly avoided Spain in MP games and I am precisely trying to figure out this civ's possible potential I wasn't aware of.
Sadly Spain's UA is weakened in marathon since you get the same amount of gold for finding natural wonders as in standard speed, which does not appear to be fair at all.
Map generation and placing the civs to the map is done separately. You can save a map and use it in an another game with other civs. The map and possible starting locations will remain the same in that case. Map is not generated based what civs are in the game and civs are not placed using any other means than their terrain based starting bias. And... civs are always placed to predetermined starting locations.
Map is generated first and natural wonders are set to the map and also map is divided to areas and possible starting locations are marked for those areas. Then later, civs are placed to those marked starting locations, based on their terrain starting bias.
You can check the map generation file by yourself (use text editor, like notepad++ or similar), it can be found from here: ..\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\Gameplay\Lua\AssignStartingPlots.lua. That is the path of the BNW version of the script, there are separate scripts for all three versions of the game, with some differences. The developer has wrote quite nice description what the script does, which starts from the line 9945 (BNW version).
Well, thanks a lot for shattering my illusions, pal! I hope, I can return you the favor sometime...
The worst thing, is that you actually seem to know, what you are talking about, while the generation file you pointed out, had for me nearly the same informative value as a chinese newspaper without any pictures.
It seems, I'll have to try to reconcile your technical facts with my empirical experiences, that suggested otherwise to me so far.
I'm not sure how any other wonders are restricted to certain terrain types (Sinai occurs in desert areas, Barringer crater seems to favour tundra) but that might favour civs with different starting biases. Not a significant factor though and not enough to base any strategy or civ choice on.
I planned to do an empirical reseach about game start setting and the effect of the random generator, but didn't do that. It would require something like 100 game starts per day, 10-20 days on row, or similar settings which gives lots of data. And then researching how random those values (natural wonders, civlizations, city states, etc.) really are. It would take maybe hour or two per day to collect that data, if dubug mode is used to reveal the map (for visual check) and some additional comment lines are added to that script file for easy data collection.
Well... but that would partially useless, because all I really need to check would be checking how the random generator works in the code, but that is in the game's core code, which is much harder to read and understand than that "simple" scriptfile, which is not the easiest one to read either.
Humans often see complexity in things that are very simple. Our brains are too effective to accept that something simple can produce complex results.