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Civ 6 Which Civs Spawn on Play Europe Again

  1. PlayEuropeAgain.jpg

    • A conversion of NiRv4n4's Europe (Hormigas version)
    • Size : 108x98 (Huge)
    • MapName="PlayEuropeAgain"
    • TSL : Arabia, Egypt, England, France, Germany, Hellenic republic, Macedon, Norway, Rome, Russia, Scythia, Espana, Sumeria, Persia, Poland, Nubia
    • Auto Urban center Naming : yes
    • Resources placement: random, stock-still

    TO DO:
    • Russia
    • Pyrenees
    • Levan
    Last edited: Aug 12, 2017
  2. Don't you program to create a map with less extreme expanse?
    I mean less desert and less tundra/ural/Laponia
  3. Giffica

    Giffica Chieftain

    Joined:
    October 27, 2014
    Messages:
    32
    So I'one thousand working on some personal changes to TSL locations for an Ancient oriented game, since this is realistically the best map there is to prepare information technology up. Basically the entire Levant is a major mess, and I'm non exactly certain what happened there.
    Errors Levant.JPG

    Showtime upwardly, the Euphrates at no point has a South ward co-operative. No idea how such a gross error was added, merely map after map after map of the Euphrates and I've never come up across anything remotely close to that. Should just completely be removed, and the curvature of the Western Euphrates needs to exist reworked a tad.

    Next are the Levantine rivers. I assume both are just crude estimates of where cities located in that location would "have access to fresh water"? Both are basically inconsequential, but the northern i should, in my view, wrap around the hexigon which I have marked "alalakh", then south ward cutting ii tiles in from the coast. If that weird south euphrates branch is removed, this change would besides make a lot more sense, and add a much more accurate merely interesting set to the area, allowing for 1 tile more interior cities than present. Which would set up cities like Aleppo and Hama much better. Same should be dome to the South river, which would give Damascus, which I placed in a adequately authentic location, fresh water.

    Both of those are simple river changes, non tile changes. Nonetheless, there are a few weird tiles in Canaan. You lot can see where the hypothetical "ancient" canaanite cities would be located. Gaza/Ashdod/Ashkelon/Jaffa would all be grassland, and that MASSIVE bay of Jaffa is no where near accurate. Should be a land tile, rather than a declension tile. Having it serves no purpose, and looking at whatsoever map of state of israel will show you a polish coast, with a SLIGHT outward part near Acre. But realistically, fifty-fifty where I placed Acre should be 1 tile north-west from where it is, located below Byblos/Sidon/Tyre. Where Hebron, Lachish/Jericho and Jerusalem are should exist grassland, as well as the mercury tile, and Beersheba should be plains. The rest would be the dessert wilderness, then that'southward accurate.

    Placement of the cities was done using the Dead Bounding main, and the Declension as a adept landmark. Expressionless Bounding main and the Sea above it are conveniently really authentic as well, then the city of Beersheba would historically be direct midway between the southern tip of the Dead Body of water and Gaga/Coast over there. Google any map of canaan/israel and you'll discover Beersheba located exactly there, between the expressionless sea and gaza.

    Moving the dead sea one tile west would seem silly, as information technology doesn't make sense to ruin a better map in commutation for more accurate dessert tiles. At to the lowest degree, that's how I personally feel after years and years of playing TSL maps.

    Mesopotamia and it's rivers are actually brutally accurate, which is why it'south then weird that the Levant is so wonky. Information technology's prolly cause it's an expanse that lacks whatever major civ starts, and is situated betwixt Greece and Egypt, which many times have the maps balanced around them.

    Ideally, my game would use a more custom map with boundaries closer to this:
    Ancient Mid East and Meddit.JPG
    And I would like to extend the Arabian peninsula and the nile a bit, give some more persia room (in that location is currently no map that would let for a historical playthrough of the Ancient Mid Due east dynamics between Babylon/Persia/Assyria/Greece/Egypt. There isn't enough country on any world map, and Persia doesn't accept enough room to get an empire equal to babylon at any indicate. And it has a horrible start location.) Cut out some of the useless dessert in africa, or, alternatively, extend it down/rework it to the Republic of mali/Songhai area, which might make interesting gameplay. Yemen and the Western farsi Gulf would be nice to accept, but not NECESSARY. The other huge alter I would like to brand would be to make full upwardly the marshes in mesopotamia to coast tiles, and change the river arrangement to more than accurately reverberate what it was in Sumer'due south era. Since I'chiliad totally new to this, is at that place any easy manner to make a custom map? Just being able to option which tiles I wanted where, or would I need to empathize some level of lawmaking? Otherwise I'll accept to stick to making a custom city name map, and altering the TSL'southward for the European map.

  4. @Lehnardtsson : if I convert a smaller version of Europe, would y'all be willing to work on the XML files for the TSL ?

    @Giffica : thanks for the detailed study, added to the to practise. Same proposal, at that place are some Mediterranean maps available from civ5, I could catechumen i or 2, if you'd like to work on the XML for the TSL.

    I use scripts to convert the maps in a lua table format, either from civ5 or civ6 WB, as I don't retrieve I could propose the same options in YnAMP with a saved map in civ6 format. The code is available in the AssignStartingPlots.lua file in the modern, merely yes, it's a bit complex...

    For a few specific plots, you could use one of YnAMP option, allowing changes to terrains, features, resource from the xml file linked to the map, with (optional) provisional settings.

    For instance in one of the XML file (from the 60+ civs modernistic), this supercede some tiles if specific Civilizations are in the game (irresolute i littoral bounding main plot to a state plot for Denmark):

                              <ExtraPlacement>         <!-- Around Riyadh TSL -->         <Replace MapName="GiantEarth" 10="39" Y="43" Civilization="CIVILIZATION_ARABIA"     TerrainType="TERRAIN_GRASS_HILLS" />         <Replace MapName="GiantEarth" Ten="xl" Y="45" Civilization="CIVILIZATION_ARABIA"     FeatureType="FEATURE_OASIS" />         <Replace MapName="GiantEarth" X="39" Y="44" Civilisation="CIVILIZATION_ARABIA"     FeatureType="FEATURE_OASIS" />         <Supervene upon MapName="GiantEarth" X="40" Y="43" Civilization="CIVILIZATION_ARABIA"     FeatureType="FEATURE_OASIS" />         <Replace MapName="GiantEarth" X="39" Y="45" Civilization="CIVILIZATION_ARABIA"     ResourceType="RESOURCE_STONE" />         <!-- Copenhaguen TSL -->         <Replace MapName="GiantEarth" 10="21" Y="75" Civilization="CIVILIZATION_DENMARK"    TerrainType="TERRAIN_GRASS" />     </ExtraPlacement>
    You could use that without the Civilization="CIVILIZATION_DENMARK" to accept the change every fourth dimension you load the map
  5. Giffica

    Giffica Chieftain

    Joined:
    Oct 27, 2014
    Messages:
    32
    In regards to a mid e map, what options would in that location exist? Yous recall it makes more sense to potentially centre my piece of work around the europe map, or just have a map specifically for that game? Would make more sense.
    I literally considered going back to Civ5 and using the IGE to make the mapm then convert information technology haha. It actually doesn't seem that complex to change specific tiles, if that's all the code you need. If I copied that code, and removed the "variables" (such every bit kingdom of denmark, arabia, etc) and inverse them with the ones I wanted for the map, I would be right to assume it would make those tiles what I wanted? I assume the lawmaking for the features/terrain/resource are all just "X_Y", with Y being the name like "stone", and X being the resources/feature/terrain. It actually wouldn't be that difficult. What file would I edit for those changes to appear for the europe map?

    BTW, what'southward the deal with European TSL'south for Arabia withal? The unabridged Levant and Mesopotamia don't have TSL currently, and if they do a flake north it's heavily biased towards Greco-Roman naming, or Turkish naming. Neither which fit whatever of the iii civs would play in that area (Persia, Sumer, Arab republic of egypt). Pretty sure even the Nile expanse has Greco-Roman names mostly, which is pretty strange for an Egypt game. never figured out why for like 4 months, the ONLY AREAS left was the Mid Due east. Not certain why the project was i area from completion and no one bothered to do it. (Probably because the dessert makes TSL insufferable, and, like I said, the rivers are a consummate mess to figure out.).

    Aside from my "platonic" modify, which would exist a completely new map cutting out the generally uninhabited forests of europe, and possibly extending down to Yemen to reflect some of the merchandise lands that arab republic of egypt would accept had contact with. REAL ideally would be to aggrandize Mesopotamia/Nile/Levant, since the expanse leaves 1tile betwixt most major cities, rather than the ideal two.

    I ran a game terminal dark and I have a couple issues. I've figured out how to get TSL city names, merely it has the "LOC_" BS before it, how practise I remove that? As well, what exactly is up with the Urban center states not fully spawning? I presume that's not related to what I'g doing, equally it'southward been an issue for me countless games over the by few months. Information technology Spawned vi of my fourteen Metropolis States with TSL (and I put the cap of city states at 20+). I as well only had 13 civs. And it definitely wasn't only the ones that you/others put TSL's for considering Kumasi, which I used for Mari, spawned right next to Aztec Akkad, and Japanese Assyria.

    SOME of the metropolis states didn't spawn because they were one tile away. For example the entire Levant is a huge mess for proper history. Ebla/Poland is way to close to Ugarit for Ugarit to even spawn. The Phonecians are right below, Damascus is near, and so Jerusalem right nether. Is there any limitation from reducing the minimum distance to basically zero? Essentially simply 1 tile abroad?

    While playing through a rough game that I gear up up, I also found that settlers sort of destroy some of the "history" of the game. History wise, it was independent cities that would ascension to dominate the others. So what I would like is a Civ in all the Major cities, so a city state for the ones that "didn't conquer" other cities, or at least not major enough. And then cities like Akkad, Ur, Uruk, Kish/Babylon, Assur, Nineveh, Susa would have civs that would attempt to conquer the others. If other civs were to conquer the state, theoretically they could release the onetime cities dorsum to the civs or city states, effectively replicating the history there. The problem is that none of those other civs are going to found cities REMOTELY NEAR where they should. Their offset settler goes totally in a dissimilar direction.

    I guess if I'thou going to practice this, I'll need to create a more balanced resources get-go somehow. My goals and aspirations for a project like this go far across my skills as a coder. I can re-verse engineer a large portion of your lawmaking and replicate it, but certain things I just wouldn't know how to solve. Iron acting equally a Bronze goad, where it would just be establish in very specific locations. The Cyprus city land having TONS of bronze/iron, and possibly adding another city state on the danube also with bronze/iron. Would then be feasible for other states to trade with them to get that bronze, which would enable armed forces domination. I'd also similar to apply the era limiting mods to go on it Classical, but can't seem to get them to piece of work properly. I could come across a map working with settlers where all the resources are customized then that the "non-settled" areas of the map, traditionally, wouldn't exist very good metropolis places. If there are nil luxuries exterior the "fertile" lands, the AI wouldn't weight information technology too heavy to settle, i presume.

    I as well personally don't have whatever intention for this to be "balanced". Egypt and Sumer starts will boss. As they should. Since the "fertile" parts of mesopotamia are around Sumer/Uruk/Ur, Assyria and Akkad tend to become slightely behind starts, which again makes a lot of sense. Elam besides. The trouble then becomes Persia, who i've put at Ecbatana, who have the entire region to settle. Ideally, if that region was basically worthless with no luxuries, settling earlier being able to handle the new population would cripple the country, as historically it did.

    Then in that location is greece.....which is a complete mess even in my game. Information technology'south only so goddamn minor....you tin can either fit a Mycenean Pericles on Mycenae and a "Dorian" Gorgo further n westward. But there really is no where to properly represent the Doric invasion, or the shift that occured in greece. Pericles has some significant trouble puting cities whatever more n than Hellenic republic, so that generally works out. But if you add another civ, like gorgo, who will by and large conquer pericles (specially if I give it a significantly better start), Gorgo starts colonizing Serbia and Hungary and crap.....like Alexander probably does on everyone's Europe Map games.

    The but way to solve that problem is a complete map overhaul, and then for the fourth dimension beingness, greece is just gonna be some far off, kind of civilized area. Also the fact their more heavily weight settling north, rather than going across the agean at all. If I were to cut the map off higher up those mountains in North Greece so Sparta and Athens would be forced to offset settling effectually the agean.

    Concluding note in this annoying long postal service. Here is my bodily piece of work on some of the TSL names. This is the kickoff time I did anything like this, so I'd like to know what/if i did annihilation incorrect, and what I should do better. Many of the metropolis names maybe be a tile or 2 off, only By and large i picked crude estimates of where these cities are. Even our history of the subject we aren't totally certain where cities like Akkad were located.

    <CityMap>     <!-- Mid E -->                 <!-- Mesopotamia -->                 <Replace MapName="PlayEuropeAgain" X="101" Y="21" CityLocaleName="LOC_CITY_NAME_Der" Area="0" />                 <Supplant MapName="PlayEuropeAgain" X="100" Y="23" CityLocaleName="LOC_CITY_NAME_Hamazi" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="93" Y="23" CityLocaleName="LOC_CITY_NAME_Nuzi" Area="0" />                 <Replace MapName="PlayEuropeAgain" 10="99" Y="20" CityLocaleName="LOC_CITY_NAME_Akkad" Expanse="0" />                 <Replace MapName="PlayEuropeAgain" Ten="95" Y="21" CityLocaleName="LOC_CITY_NAME_Assur" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="92" Y="xx" CityLocaleName="LOC_CITY_NAME_Mari" Area="0" />                 <Replace MapName="PlayEuropeAgain" 10="93" Y="25" CityLocaleName="LOC_CITY_NAME_Nineveh" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" 10="91" Y="23" CityLocaleName="LOC_CITY_NAME_Nagar" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" X="88" Y="21" CityLocaleName="LOC_CITY_NAME_Tuttul" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="89" Y="24" CityLocaleName="LOC_CITY_NAME_Harran" Area="0" />                                                   <!-- The Levant -->                 <Replace MapName="PlayEuropeAgain" X="82" Y="21" CityLocaleName="LOC_CITY_NAME_Alalakh" Area="0" />                 <Supersede MapName="PlayEuropeAgain" 10="83" Y="19" CityLocaleName="LOC_CITY_NAME_Ebla" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="83" Y="17" CityLocaleName="LOC_CITY_NAME_Qadesh" Surface area="0" />                 <Replace MapName="PlayEuropeAgain" X="82" Y="18" CityLocaleName="LOC_CITY_NAME_Ugarit" Surface area="0" />                 <Replace MapName="PlayEuropeAgain" X="82" Y="16" CityLocaleName="LOC_CITY_NAME_Byblos" Area="0" />                 <Supersede MapName="PlayEuropeAgain" X="85" Y="16" CityLocaleName="LOC_CITY_NAME_Qatna" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="84" Y="xv" CityLocaleName="LOC_CITY_NAME_Damascus" Area="0" />                 <Supercede MapName="PlayEuropeAgain" Ten="78" Y="eighteen" CityLocaleName="LOC_CITY_NAME_Kition" Surface area="0" />                 <!-- Canaan -->                 <Replace MapName="PlayEuropeAgain" 10="79" Y="eleven" CityLocaleName="LOC_CITY_NAME_Gaza" Expanse="0" />                 <Replace MapName="PlayEuropeAgain" X="81" Y="x" CityLocaleName="LOC_CITY_NAME_Beersheba" Area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="81" Y="eleven" CityLocaleName="LOC_CITY_NAME_Hebron" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" X="lxxx" Y="12" CityLocaleName="LOC_CITY_NAME_Ashkelon" Surface area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="81" Y="12" CityLocaleName="LOC_CITY_NAME_Lachish" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" X="82" Y="12" CityLocaleName="LOC_CITY_NAME_Jerusalem" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="83" Y="12" CityLocaleName="LOC_CITY_NAME_Jericho" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="81" Y="thirteen" CityLocaleName="LOC_CITY_NAME_Jaffa" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="82" Y="xiii" CityLocaleName="LOC_CITY_NAME_Samaria" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="82" Y="fourteen" CityLocaleName="LOC_CITY_NAME_Acre" Area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="83" Y="14" CityLocaleName="LOC_CITY_NAME_Hazor" Area="0" />                 <Supplant MapName="PlayEuropeAgain" Ten="83" Y="eight" CityLocaleName="LOC_CITY_NAME_Petra" Area="0" />                                      <!-- Sumeria -->                                  <Supervene upon MapName="PlayEuropeAgain" Ten="104" Y="17" CityLocaleName="LOC_CITY_NAME_Lagash" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="102" Y="17" CityLocaleName="LOC_CITY_NAME_Girsu" Surface area="0" />                 <Replace MapName="PlayEuropeAgain" X="102" Y="xviii" CityLocaleName="LOC_CITY_NAME_Bad Tabira" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="101" Y="17" CityLocaleName="LOC_CITY_NAME_Umma" Expanse="0" />                 <Supervene upon MapName="PlayEuropeAgain" X="103" Y="xiv" CityLocaleName="LOC_CITY_NAME_Ur" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="103" Y="12" CityLocaleName="LOC_CITY_NAME_Eridu" Area="0" />                 <Supersede MapName="PlayEuropeAgain" X="101" Y="15" CityLocaleName="LOC_CITY_NAME_Larsa" Area="0" />                 <Supplant MapName="PlayEuropeAgain" X="100" Y="15" CityLocaleName="LOC_CITY_NAME_URUK" Area="0" />                 <Supplant MapName="PlayEuropeAgain" 10="100" Y="16" CityLocaleName="LOC_CITY_NAME_Nippur" Expanse="0" />                 <Replace MapName="PlayEuropeAgain" X="99" Y="17" CityLocaleName="LOC_CITY_NAME_Kish" Expanse="0" />                 <Replace MapName="PlayEuropeAgain" 10="98" Y="19" CityLocaleName="LOC_CITY_NAME_Sippar" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="96" Y="17" CityLocaleName="LOC_CITY_NAME_Rapiqum" Surface area="0" />                                  <!-- Persia -->                 <Replace MapName="PlayEuropeAgain" X="101" Y="27" CityLocaleName="LOC_CITY_NAME_Ecbatana" Area="0" />                 <Supplant MapName="PlayEuropeAgain" Ten="106" Y="xix" CityLocaleName="LOC_CITY_NAME_Susa" Surface area="0" />     </CityMap>                        
    Retrieve I'chiliad gonna become work on some individual tile changes for the Europe map, every bit it'due south virtually the only map I play since it is one of the only ones with TSL (or was for a long time), and properly represents most areas. The Giant Map simplifies major geographic areas too much for my liking, and the GIANT GIANT map just doesn't play fast enough to go far bearable. Also it doesn't have TSL. I'll rework the tiles according to ii principles: A. Historical accurateness first B. Avoiding gross gameplay problems/areas having plenty room to make a city somewhere. And since my personal game is a unlike geographic alter, that being the fact Mesopotamia and it'due south river system was totally unlike, I'll keep those changes separate from it, in example you desire to update the chief map with some of the more sensible changes (such equally fixing Israel and the Euphrates). In the time to come I can see some kind of bank check box called "Ancient Mesopotamia River Geography", which would change the river flow, and edits the marshes to be coast tiles.
  6. @Giffica Sounds like a cool project yous're working on. I agree that the geography of the Levant area is pretty messed up. In fact, that is one of the main reasons why I oasis't done the true location names for that section nevertheless—no point if the map in that part is going to need re-working. As a issue, nada has been done due south of Y=33 and east of Sinai (barring a few tiles at Damascus for Arabia'southward commencement). In terms of editing the map, that isn't actually my expanse (improve to talk to @Gedemon or @Hormigas about that), but I accept done a lot of work on the true city names. I don't know how up to date you are on that, but basically it works through two files, the map file CityMap.xml, and the proper noun file, GamePlayText.xml. If y'all expect down at the end of the CityMap.xml file you will encounter the unfinished Eye Eastward (South) section with only Damascus in information technology. Add together the lawmaking yous've written in there (with all the urban center names themselves in uppercase, please, and with underscores instead of spaces for names with 2+ words). And so get the the GamePlayText.xml file and scroll down to the corresponding Eye EAST (South) section in that location about half way downward (You will see more names there than you would expect; however, these are simply the translations for the Behemothic Earth Map—all the maps use the same translation file). And so, add together a new line in that section for each name you added, along this format:
    <Replace Tag="LOC_CITY_NAME_THE_CITY" Text="The City" Language="en_US" />
    That will get rid of the "LOC_CITY_NAME_" stuff showing up in-game. A final annotation: if you practise want to merge your changes with the master modern further downward the track, the convention is that the default city names should be the English names of the mod cities, and to have the aboriginal names tied to the specific civs which used them (there are two ways of doing this: one, the unproblematic fashion, by using the default modern map as a base and in the GamePlayText.xml file having a secondary translation with the target civ'southward proper name added on equally a suffix. The mod will sympathise this and only utilize the secondary translation for that specific civ. You lot will run into examples of this all through the GamePlayText.xml file. 2, the more than in-depth manner, uses a second, dissever CityMap_CivName.xml file as the base map rather than the obviously CityMap.xml file. You can run across examples of how this is formatted in the CityMap_Rome.xml, CityMap_Greece.xml, etc. files. Generally nosotros use the offset method considering it is easier, simply we have used the second method occasionally for when the location of the aboriginal cities differs substantially from the modern ones.) That being said, if you do just desire to mess around and take no intention of merging dorsum into YnAMP at a later date, then you can just merely use my initial instructions without regard for any of our conventions!
  7. Giffica

    Giffica Chieftain

    Joined:
    Oct 27, 2014
    Messages:
    32
    @tomaltachpaulson Conveniently, I've followed your projection since mean solar day ane, actively waiting for map updates to city names. It was unplayable without your project for me, and all the same is, which is why I really want it for my games haha.

    ideally, my project wouldn't exist the bodily TSLs because I'1000 using the major archaeological city in the respective area, rather than present city, or city since Roman times. Byblos/Tyre/Sidon would obviously be Beirut for 99% of people. And my selection of Kish over Baghdad would also exist foreign. And some citys only existed in that era, and were gone after the bronze historic period collapse, such equally Ugarit, Mari, Akkad, and Mycenae. Pre-Statuary Age Collapse is well-nigh all gauge piece of work in my enquiry.

    Since my project focuses on the aboriginal world, I'd never want those names to be the default, or even culturally specific (to a Sumeria, or Persia for case). I'd want any city able to utilise those names equally default, since currently, I have placeholder civs representing other historical civs. (Poland=Ebla, Japan=Akkad, Aztec=Assyria, Macendon=Hittites). Then while historically Alexander would default to Greek names for that region, I want the alexander in my personal project to keep the "native" semitic variants.

    Also, realistically, I'm not going to give every tile a city name because it's well-nigh impossible. That region is a ton of dessert, and most of information technology would need really strange modern names, since information technology was devoid of humans for most of history.

    When I actually practise the naming, I'll make sure to follow your formats. I'll be using it as a base anyhow lol. Potentially, it might be interesting to use my city name to override certain tiles for Sumeria, even so, since the names are in their native variants (peradventure there are some Western VS Eastern Semitic differences, but for now, eh).

    EDIT: Got some piece of work done. How does information technology expect? First is the Localized Text.

                              <LocalizedText>     <!-- Mid East -->         <!-- Mesopotamia -->         <Supervene upon Tag="LOC_CITY_NAME_DER" Text="Der" Language="en_US" />         <Supplant Tag="LOC_CITY_NAME_HAMAZI" Text="Hamazi" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_NUZI" Text="Nuzi" Language="en_US" />         <Supervene upon Tag="LOC_CITY_NAME_AKKAD" Text="Akkad" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_ASSUR" Text="Assur" Language="en_US" />         <Supersede Tag="LOC_CITY_NAME_MARI" Text="Mari" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_NINEVEH" Text="Nineveh" Linguistic communication="en_US" />         <Supplant Tag="LOC_CITY_NAME_NAGAR" Text="Nagar" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_TUTTUL" Text="Tuttul" Language="en_US" />         <Supplant Tag="LOC_CITY_NAME_HARRAN" Text="Harran" Language="en_US" />               <!-- The Levant -->         <Replace Tag="LOC_CITY_NAME_ALALAKH" Text="Alalakh" Language="en_US" />         <Supplant Tag="LOC_CITY_NAME_EBLA" Text="Ebla" Language="en_US" />         <Supersede Tag="LOC_CITY_NAME_QADESH" Text="Qadesh" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_UGARIT" Text="Ugarit" Language="en_US" />         <Supercede Tag="LOC_CITY_NAME_BYBLOS" Text="Byblos" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_QATNA" Text="Qatna" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_DAMASCUS" Text="Damascus" Linguistic communication="en_US" />         <Supervene upon Tag="LOC_CITY_NAME_KITION" Text="Kition" Language="en_US" />               <!-- Canaan -->         <Replace Tag="LOC_CITY_NAME_GAZA" Text="Gaza" Linguistic communication="en_US" />         <Replace Tag="LOC_CITY_NAME_BEERSHEBA" Text="Beersheba" Linguistic communication="en_US" />         <Replace Tag="LOC_CITY_NAME_HEBRON" Text="Hebron" Language="en_US" />         <Supervene upon Tag="LOC_CITY_NAME_ASHKELON" Text="Ashkelon" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_LACHISH" Text="Lachish" Linguistic communication="en_US" />         <Replace Tag="LOC_CITY_NAME_JERUSALEM" Text="Jerusalem" Linguistic communication="en_US" />         <Replace Tag="LOC_CITY_NAME_JERICHO" Text="Jericho" Linguistic communication="en_US" />         <Replace Tag="LOC_CITY_NAME_JAFFA" Text="Jaffa" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_SAMARIA" Text="Samaria" Language="en_US" />         <Supercede Tag="LOC_CITY_NAME_ACRE" Text="Acre" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_HAZOR" Text="Hazor" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_PETRA" Text="Petra" Linguistic communication="en_US" />               <!-- Sumeria -->         <Replace Tag="LOC_CITY_NAME_LAGASH" Text="Lagash" Language="en_US" />         <Supersede Tag="LOC_CITY_NAME_GIRSU" Text="Girsu" Language="en_US" />         <Supersede Tag="LOC_CITY_NAME_BAD_TABIRA" Text="Bad Tabira" Language="en_US" />         <Supersede Tag="LOC_CITY_NAME_UMMA" Text="Umma" Linguistic communication="en_US" />         <Supervene upon Tag="LOC_CITY_NAME_UR" Text="Ur" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_ERIDU" Text="Eridu" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_LARSA" Text="Larsa" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_URUK" Text="Uruk" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_NIPPUR" Text="Nippur" Language="en_US" />         <Supercede Tag="LOC_CITY_NAME_KISH" Text="Kish" Language="en_US" />         <Replace Tag="LOC_CITY_NAME_SIPPAR" Text="Sippar" Language="en_US" />         <Supplant Tag="LOC_CITY_NAME_RAPIQUM" Text="Rapiqum" Language="en_US" />               <!-- Persia -->         <Replace Tag="LOC_CITY_NAME_ECBATANA" Text="Ecbatana" Linguistic communication="en_US" />         <Replace Tag="LOC_CITY_NAME_SUSA" Text="Susa" Linguistic communication="en_US" />             </LocalizedText
    Next is the corrected CityMap
    <CityMap>     <!-- Mid East -->                 <!-- Mesopotamia -->                 <Replace MapName="PlayEuropeAgain" Ten="101" Y="21" CityLocaleName="LOC_CITY_NAME_DER" Expanse="0" />                 <Supplant MapName="PlayEuropeAgain" X="100" Y="23" CityLocaleName="LOC_CITY_NAME_HAMAZI" Expanse="0" />                 <Supplant MapName="PlayEuropeAgain" X="93" Y="23" CityLocaleName="LOC_CITY_NAME_NUZI" Area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="99" Y="20" CityLocaleName="LOC_CITY_NAME_AKKAD" Expanse="0" />                 <Supervene upon MapName="PlayEuropeAgain" X="95" Y="21" CityLocaleName="LOC_CITY_NAME_ASSUR" Expanse="0" />                 <Supercede MapName="PlayEuropeAgain" Ten="92" Y="xx" CityLocaleName="LOC_CITY_NAME_MARI" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="93" Y="25" CityLocaleName="LOC_CITY_NAME_NINEVEH" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="91" Y="23" CityLocaleName="LOC_CITY_NAME_NAGAR" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" 10="88" Y="21" CityLocaleName="LOC_CITY_NAME_TUTTUL" Surface area="0" />                 <Supersede MapName="PlayEuropeAgain" X="89" Y="24" CityLocaleName="LOC_CITY_NAME_HARRAN" Expanse="0" />                               <!-- The Levant -->                 <Replace MapName="PlayEuropeAgain" X="82" Y="21" CityLocaleName="LOC_CITY_NAME_ALALAKH" Area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="83" Y="19" CityLocaleName="LOC_CITY_NAME_EBLA" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" 10="83" Y="17" CityLocaleName="LOC_CITY_NAME_QADESH" Expanse="0" />                 <Replace MapName="PlayEuropeAgain" 10="82" Y="xviii" CityLocaleName="LOC_CITY_NAME_UGARIT" Area="0" />                 <Supersede MapName="PlayEuropeAgain" 10="82" Y="16" CityLocaleName="LOC_CITY_NAME_BYBLOS" Area="0" />                 <Replace MapName="PlayEuropeAgain" 10="85" Y="16" CityLocaleName="LOC_CITY_NAME_QATNA" Area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="84" Y="15" CityLocaleName="LOC_CITY_NAME_DAMASCUS" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="78" Y="18" CityLocaleName="LOC_CITY_NAME_KITION" Area="0" />                 <!-- Canaan -->                 <Replace MapName="PlayEuropeAgain" X="79" Y="11" CityLocaleName="LOC_CITY_NAME_GAZA" Area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="81" Y="10" CityLocaleName="LOC_CITY_NAME_BEERSHEBA" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="81" Y="eleven" CityLocaleName="LOC_CITY_NAME_HEBRON" Expanse="0" />                 <Supercede MapName="PlayEuropeAgain" X="80" Y="12" CityLocaleName="LOC_CITY_NAME_ASHKELON" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="81" Y="12" CityLocaleName="LOC_CITY_NAME_LACHISH" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="82" Y="12" CityLocaleName="LOC_CITY_NAME_JERUSALEM" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="83" Y="12" CityLocaleName="LOC_CITY_NAME_JERICHO" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" X="81" Y="thirteen" CityLocaleName="LOC_CITY_NAME_JAFFA" Area="0" />                 <Supplant MapName="PlayEuropeAgain" X="82" Y="13" CityLocaleName="LOC_CITY_NAME_SAMARIA" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="82" Y="14" CityLocaleName="LOC_CITY_NAME_ACRE" Expanse="0" />                 <Replace MapName="PlayEuropeAgain" X="83" Y="14" CityLocaleName="LOC_CITY_NAME_HAZOR" Area="0" />                 <Replace MapName="PlayEuropeAgain" 10="83" Y="8" CityLocaleName="LOC_CITY_NAME_PETRA" Area="0" />                                   <!-- Sumeria -->                 <Supersede MapName="PlayEuropeAgain" 10="104" Y="17" CityLocaleName="LOC_CITY_NAME_LAGASH" Expanse="0" />                 <Replace MapName="PlayEuropeAgain" Ten="102" Y="17" CityLocaleName="LOC_CITY_NAME_GIRSU" Expanse="0" />                 <Supercede MapName="PlayEuropeAgain" 10="102" Y="18" CityLocaleName="LOC_CITY_NAME_BAD_TABIRA" Area="0" />                 <Replace MapName="PlayEuropeAgain" 10="101" Y="17" CityLocaleName="LOC_CITY_NAME_UMMA" Area="0" />                 <Supervene upon MapName="PlayEuropeAgain" X="103" Y="14" CityLocaleName="LOC_CITY_NAME_UR" Area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="103" Y="12" CityLocaleName="LOC_CITY_NAME_ERIDU" Area="0" />                 <Replace MapName="PlayEuropeAgain" 10="101" Y="fifteen" CityLocaleName="LOC_CITY_NAME_LARSA" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="100" Y="xv" CityLocaleName="LOC_CITY_NAME_URUK" Surface area="0" />                 <Replace MapName="PlayEuropeAgain" 10="100" Y="sixteen" CityLocaleName="LOC_CITY_NAME_NIPPUR" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="99" Y="17" CityLocaleName="LOC_CITY_NAME_KISH" Area="0" />                 <Replace MapName="PlayEuropeAgain" X="98" Y="19" CityLocaleName="LOC_CITY_NAME_SIPPAR" Surface area="0" />                 <Replace MapName="PlayEuropeAgain" Ten="96" Y="17" CityLocaleName="LOC_CITY_NAME_RAPIQUM" Area="0" />                               <!-- Persia -->                 <Replace MapName="PlayEuropeAgain" X="101" Y="27" CityLocaleName="LOC_CITY_NAME_ECBATANA" Area="0" />                 <Replace MapName="PlayEuropeAgain" 10="106" Y="19" CityLocaleName="LOC_CITY_NAME_SUSA" Area="0" />     </CityMap>                        

    I'll probably refine this list and add a couple more cities, and make the list a bit better. Long term for this to piece of work gotta count on someone making some civs for the map haha.

    Edit 2 @Gedemon How could I edit rivers? Also, for replacing tiles, is at that place any way to bulk modify a set of tiles? (specifically, all the dessert tiles at present inside the Euphrates changed to floodplains for example).

  8. Giffica

    Giffica Chieftain

    Joined:
    October 27, 2014
    Messages:
    32
    Should probably edit this into the other mail service only whatever.

    And then this is what I would suggest for the Mid Eastward region river change. I'll get through the three regions.

    Mid East River Map.jpg
    When reading the map, presume whatsoever "rivers" you lot see in the levant to not exist. Couldnt carp washing over them. Then the "rivers" are just the lines I perosnally drew. Same goes for the euphrates. Whatever other lines aren't what I propose.

    I probably blew Canaan upwardly maybe 1 tile to big in the Judah/Southern region, only I don't think there is a single player who Actually would prefer pushing the dead sea further left a tile, and calculation an extra tile of dessert....merely....dull? The large Samaria/Jezereel Valley region would be much nicer for gameplay and historical purposes. I did non include "features" yet nonetheless. Equally in, hills. Probably information technology will be 1 tile coast, 1 till loma covering two-iii tiles, then another tile betwixt that hill and the dead ocean to simulate the valley there, and permit Jerusalem and other historical "colina cities" to be built in that region, overlooking the "valley cities". It too ways Jerusalem will not administrate dominion over the dead sea, which is a welcomed change to whatever Arabia player starting virtually Petra/Mecca, and maybe many egypt players. It also increases the historical of import of Canaan, which would put the Egyptians and Hittites in gainsay. It gives Egypt a "second" expansion surface area subsequently they fill the nile.

    In regards to Syria, I think the 2 tile coast in the Levant works really nicely. I've played plenty civ to recognize a better balanced area, and that would actually allow for historical cities similar Antioch/Damascus/Homs/Aleppo/Beirut to flourish. Originally I also proposed an extra tile in the Tarsus region, where the river outlets below the wheat/wood plains. Might make that a nice lilliputian bay too, merely would definitely crave shifting a tile on republic of cyprus to work. Cyrpus over all needs a move 1 tile south-westward. So one south, so another 1 west. That would put information technology in a much nicer spot. As well, the little wheat tile sticking out really should come out from the tile e, rather than diagonal north. Looks less normal than real world. I chose making the river take a fiddling extra nub north cause historically that region has a river, and water admission. It's really difficult to make that river line upward nicely with the Expressionless Bounding main-Jordan-Galiee area, but it'southward good enough. In game will look more ok i think.

    Euphrates is the bigger change. Non merely for my game, but for any game I honestly would merely shift the entire euphrates downwards similar you see there. I call up the tile distances I drew out make more historical sense, and the small 3 tile gap is where Babylon/Kish/Baghdad volition get. And it works symmetrically. 7-six-v-6-5-4-3-3-four. Each distance is just one abroad, so information technology maintains the really unique memorable shape of mesopotamia. Khabur is huge, as Nagar, a major city state, was along that river. And probably some Arab **** in that location too that was important, I just don't know that period of history in the region well.

    Definitely gonna fully flesh out the Southern Mesopotamian region, but I'm Actually pleased with the broad changes to the euphrates. Everything after the 3 tile gap is going to be roughly the aforementioned for the principal europe map, but my PERSONAL game will include the complex river h2o way systems, and then EVERY tile will have a river between it within sumeria, basically. (I personally savour using the "improved" series of mods for civs, and interestingly, Sumeria crosses rivers with no penalty. Potentially if the mod is agile, this will lead to a fairly significantly military advantage for Sumeria VS Akkad/Assyria/Elam, and help them boss early on when such a bonus may matter.

    Hopefully you guys recall these changes are in the right direct. Ofc nothing is "perfect" and I don't intend for this to exist terminal. If you lot can tell me how to actually MAKE these river changes in the game, i can get to piece of work on that. I'll work on the river map for the remainder of the region, and then code the bodily changes for each private tile.

    Oh, and my personal game I'thou as well probably gonna ready the conclave mountain rivers every bit there are a few major h2o ways up there missing. Some of information technology dried up over the last one thousand years or so, so it's non something I think yous guys would want. but personally will make the caucus valley expanse a nice settling spot.

  9. Giffica

    Giffica Chieftain

    Joined:
    Oct 27, 2014
    Messages:
    32
    @Gedemon Is at that place a listing of the names of the resources/features somewhere so I tin edit the tiles? Rather than guessing what they are called in game haha. Also, how can I add together/alter a river? Or is there no fashion?
  10. see Features.xml, Terrains.xml and Resource.xml in \Steam\steamapps\common\Sid Meier's Culture Half-dozen\Base\Assets\Gameplay\Data

    Rivers are not handled by this method.
  11. Giffica

    Giffica Chieftain

    Joined:
    Oct 27, 2014
    Messages:
    32
    Opinions? Rivers obviously not done at all.
    Canaan Fixed.JPG

    As well, what virtually calculation a natural wonder to represent Mt.Sinai? I figured out how to edit natural wonders. In which example I would definitely need to expand the Peninsula by 2 tiles, which would be fine I think. Features I don't exactly....know how to notice. Every bit in, figure out what would be there in real life. That information would be kind of specific. I would take to really generalize and dig for info. Feels like I need an skillful who would actually just know the area amend.

    The actual code work:

                              <ExtraPlacement>         <!-- Canaan/Israel Fix -->         <Replace MapName="PlayEuropeAgain" X="81" Y="19"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" X="81" Y="eighteen"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" X="81" Y="17"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" X="81" Y="sixteen"      TerrainType="TERRAIN_GRASS" />         <Supercede MapName="PlayEuropeAgain" X="81" Y="15"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" 10="81" Y="thirteen"      TerrainType="TERRAIN_GRASS_HILLS" />         <Replace MapName="PlayEuropeAgain" X="81" Y="12"      TerrainType="TERRAIN_PLAINS_HILLS" />         <Replace MapName="PlayEuropeAgain" X="lxxx" Y="15"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" X="80" Y="14"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" X="80" Y="13"      TerrainType="TERRAIN_GRASS_HILLS" />         <Replace MapName="PlayEuropeAgain" Ten="80" Y="12"      TerrainType="TERRAIN_PLAINS_HILLS" />         <Supervene upon MapName="PlayEuropeAgain" X="79" Y="13"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" X="79" Y="12"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" 10="81" Y="xi"      TerrainType="TERRAIN_PLAINS" />         <Replace MapName="PlayEuropeAgain" X="81" Y="10"      TerrainType="TERRAIN_PLAINS" />         <Replace MapName="PlayEuropeAgain" 10="83" Y="12"      TerrainType="TERRAIN_GRASS_HILLS" />         <Replace MapName="PlayEuropeAgain" X="82" Y="12"      TerrainType="TERRAIN_GRASS" />         <Replace MapName="PlayEuropeAgain" X="82" Y="11"      TerrainType="TERRAIN_GRASS" />         <Supervene upon MapName="PlayEuropeAgain" Ten="83" Y="thirteen"      TerrainType="TERRAIN_GRASS_HILLS" />         <Supervene upon MapName="PlayEuropeAgain" X="83" Y="xiv"      TerrainType="TERRAIN_COAST" />               </ExtraPlacement>                        
  12. Giffica

    Giffica Chieftain

    Joined:
    Oct 27, 2014
    Letters:
    32
    Playing effectually with it, and it's feeling really really nice actually. At least with the collection of mods I have on, but the AI seems to settle pretty decently. Ebla controls Qadesh, able to exert influence all the mode to Mari, just not farther. However challenged inside it's own region though by Assyria. Hittites are Alex, who haven't quite arisen. Honestly, makes sense. Hittites relied so heavily on weapon advantage that I need to place resources in that location to bound beginning them militarily. Egypt likewise. Akkad was conquered by me, and conveniently they are filling in some of the upper Mesopotamia region nicely. China founded cities correct along the river. What a prissy little Susa. Some names are off ofc, since there isn't a full ancient urban center map, merely you can see it's actually quite satisfactory, aside from some of the AI's cities.

    Missing city states is the only trouble. Nineveh/Nagar/Ugarit are mega important. And if I want the Arabs in whatever form, Arabia's religious power has to go....non gonna be possible.
    TEst Game 2.JPG Test Game 3.JPG

    Oh, and miltiary feels Really nice. Sumeria definitely gets a nice river bonus early with that od like I mentioned. But overall, the balance of power is in sumerias favor (even if AI, considering they will have more room to found cities).

  13. Sorry for disturbing with a newbie-question:

    I have played this map twice on King, but both times it was almost empty. Only five Civs and five Ciy states. I thought I asked for ix Civs in the advanced setup.

    Am I doing something wrong?

  14. The thing is that Play Europe Again volition merely spawn the specific civs which have beginning locations in Europe, namely: Macedon, Nubia, France, Arab republic of egypt, Persia, Federal republic of germany, Sumeria, Gorgo Greece, Pericles Greece, Kingdom of norway, Poland, Russia, Espana, Arabia, Scythia, Rome, and England. 17 all up (13 without DLC). So if you simply line upwardly 17 random civ slots the game is going to cull 17 civs from the wider puddle of civs, including, inevitably, some which don't have a beginning loc on the map. In this case the YnAMP mod will only delete those civs at turn nada, leading you to accept less civs than yous anticipated. So the best thing to to is to become to the advanced setup and select the specific 17 civs which are on the map. That will go a long mode towards filling up the map. If you really want it full though you can add in a duplicate leader for every civ except Egypt, Hellenic republic, Nubia, and Sumeria. These other civs all have secondary start locations for duplicate leaders (Egypt, Hellenic republic, Nubia and Sumeria's zones were already full enough) giving you 30 civs all up.

    City-state are a bit trickier to increase considering you tin't individually select them. To get-go out you tin can increase the per centum of city-states with a Play Europe Again get-go location by subscribing to Gedemon's More than CS For Europe mod (alternating civfanatics link) which adds five boosted city-states to the 15 (12 without DLC) which take get-go locations on PEA. Afterward that your best bet is to increase the urban center-state slider then that the game has to roll all of them (in that location are 32 all up if you lot have both the Europe CS mod and the Viking DLC) in which instance all that do have a start loc volition exist on the map and all that don't will be deleted at plow zilch.

  15. Thank you for a dandy answer, I volition endeavour that.

    And thank you for all your work, you have made some wonderful improwements to the game.

  16. Does information technology only spawn the European ones even if yous turn off the cultural get-go selection?
  17. The Culturally linked start doesn't apply TSL, it just try to group Civilization by ethnicity, all civs will exist placed on the map (if the game can discover enough starting position)

    When using TSL the mod will non allow a civilisation that as no true starting location to exist placed on the map, even if it has been selected on the setup screen (randomly or manually)

    I may add together a mixed option (TSL + random when no TSL bachelor) at some point.

  18. Oh ok - I don't use TSL and so that's good!
  19. Laze

    Laze Chieftain

    Joined:
    Feb 2, 2006
    Messages:
    75
    Is it possible to add TSL for JFDs italian civs?
  20. This is my favorite map to utilize and I was wondering if in that location was anyway to motility Dido to the Carthage traditional starting spot instead of in the Center-East?

    If nothing else could y'all please let me know if there is a style for me to accommodate the game files?

    Thank you for your continued hard work on keeping all of your MOD's updated!!!!!

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