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
They ensure deep oceans like the Atlantic and Pacific which require caravels to cross. They attempt to follow the boundaries between continents created by the normal map generator.
The map generation steps are:
1. Continents created.
2. Islands created.
3. Rifts created.
The vanilla steps (#1 and #2) sometimes create impassable oceans, but the Rifts ensure you always have an "Age of Exploration" upon discovering astronomy.
Personally, I would treat rivers like mountains: "Naval units can move through rivers, but receive damage if they end their turn on one."
Atlantic vs paicific?
The gameplay related stuff just uninstalled and is no longer present on the Workshop.
randomly in soem games, a tile, usually 0,0, always southern ocan right at edge of map boudnayr, has insane stats, it looks like ice but if you hover over it, it's like 52 food production and 9 gold or some such!!
is it a bug or a homage to CAPRONA, the legendary living continent form Edgar Rice Burroughs THE LAND THAT TIME FORGOT?
I do have a problem though. About 75% of the time generating a map I get a fairly large diamond-shaped island/continent in between the 2 main continents.
Is this supposed to happen? The maps I see in pics seem to have way better and more variable rift placement and shapes.
I tried to use the Tectonic map generator before, but continuously failed to create worlds that I found interesting. However, it had the option to force civilizations to have a coastal start, which I thought was a really nice addition.
I realize that Really Advanced Setup allows me to specify a coastal start for myself, but then I can't specify which terrain I'd like to start on -- It's either choose coastal start or which terrain, not both. If your map generator forced a coastal start then I could still choose the terrain I'd like to start on or near. :)
Either way, thanks for this great mod.
(Yes, I read the author post below this and understand this feedback may not be read until a much later date, or at all.)
Updates and support for the Communitas mods via Steam are non-existent, as the account belongs to Thalassicus who is otherwise engaged at the moment.
However, at both the CivFanatics [forums.civfanatics.com] forum and in the GitHub [github.com] repository you will find updates and support.
I rarely (read never) come to the Steam forum and your comments will be missed.
The CivFanatics forum is very active and many users frequent it. If you have any problems you will find a solution there.
Happy civving
GrantSP (aka ExpiredReign)
I don't think maps can affect the maximum number of religions. You'd need a full mod for that.
This map can be used in unmodded singleplayer or multiplayer, something we couldn't do if we make it a full mod that changes other maps. I'm trying to keep this map project as simple as possible. This simplicity keeps it compatible with other mods and future game patches.
Most map options can be set to "random" in the advanced setup.
Lakes are common on this map, so I designed them to have some marginal value. The 3 yield from lakes (2+1) is still worse than the 4 yield improved land tiles can provide (farmed grass 2+2).