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Uneven distribution of civilization placement on Communiu_79 #11301

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PWDrew opened this issue Sep 27, 2024 · 3 comments
Open

Uneven distribution of civilization placement on Communiu_79 #11301

PWDrew opened this issue Sep 27, 2024 · 3 comments

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@PWDrew
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PWDrew commented Sep 27, 2024

_1. Mod Version (X.Y.Z).
4.16.0

3. List of Other Mods
RED

4. Describe the Issue
Communitu_79a v3.1.0 unevenly distributes civilisations across the map. For example two on one contintent with eight on the other, giving the two on the same continent a huge advantage, especially if both happen to be non-aggressive AI types. Before getting to industrial age there's not much the player can do to try and hinder these players, by which point they are perhaps too far ahead to do anything about.
I typically play on medium or large map settings. I've found that maximising land mass settings (narrow width, low sea level) mitigates the effects, but there are still often empty land masses that could be allocated while other civs are unecessarily close to one another

See this thread for further examples: https://forums.civfanatics.com/threads/communitu_79a-mapscript-vp-version.668265/page-5
Fundamentally, it takes some fun out of the game.

Perhaps there is too tight a constraint on fertility in the immediate area (if that's a thing?), I wonder if it might be better to specify some minimum distance between starts. Even if a civ gets a worse start, it may be better in the long run if it gets more space to expand unimpeded at the beginning of the game.

_5 attachments
Sejong_0226 AD-1580.zip
AutoSave_Initial_0000 BC-4000.zip
AutoSave_Initial_0000 BC-4000 example 2.zip

8. Steps to reproduce the Issue (Optional)
Start a game with default communitu settings, though I see the issue holds with other settings like 2 atlantic rifts or low sea level.

9. Screenshots of the Issue (Optional)
see linked thread.

@PWDrew
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PWDrew commented Sep 27, 2024

Another remark I wanted to add for the map generation, although not part of this issue: It is too easy to gain an absolute monopoly on luxeries. Considering some of their effects (e.g. whales 10% boost to science) imo it is too easy to achieve an absolute monopoly. Rather than a huge cluster of all of the same type of resource, consider a 40/40/20 split across the map, giving two civs potential to get the strategic boost, but that last mile requiring imposing some actual cost/effort to the player in order for them to benefit

@Hokath
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Hokath commented Sep 28, 2024

On the monopoly point, it is intended you start with 1 "guaranteed" monopoly. Is that what you are talking about or something else?

On the map thing. Yes we've been having this discussion for a while. It's a bit complicated but @azum4roll is in charge of this.

@azum4roll
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It's weird that you specify one single map when every continent map has the same issue. Maps don't assign starts.

There are two numbers in AssignStartingPlots.lua you can try messing with:

Line 1829: lowering the multiplier there will result in less fertile landmasses being considered, but the individual areas still need to be fertile enough. Having this too low increases the chance of having isolated civs.

Line 1929: increasing the multiplier there will result in more fertility needed per civ, which decreases the number of civs per landmass but increases the chance of having isolated civs.

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