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Old November 12, 2003, 10:31   #31
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I can cope with that long - I can do other things in the meantime...I am often speaking to people at the same time anyway...
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Old November 12, 2003, 10:33   #32
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Quote:
Originally posted by TheStinger
My 433 celeron 128 Mb would explode
I feel your pain. My 466 Celeron 287Mb starts to melt with 12 civs/large map. Even standard maps can get slow. Huge maps just turn Civ into a RTS by the time the turn length drops to 2 years or so.
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Old November 12, 2003, 10:36   #33
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I got a 2.2ghz with 512 megs of RAM, play on a standard sized map, pangea, 31 civs and the turns run very smoothly and take less than 3 minutes, unless I am in the middle of a major war. Of course, I have just hit the industrial ages and the playing field is down to about 11 civs, about half of which are 1, 2 and 3 city civs, so that may be the difference.....
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Old November 12, 2003, 10:54   #34
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Well it is because so many civs have been eliminated that it has sped up so effectively!
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Old November 12, 2003, 11:37   #35
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it depends , it seems to work fine with an older amd 650 with one gig of ram and win98se , it all depends
Running Win98SE with a gig of Ram isn't a smart thing to do.
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Old November 12, 2003, 14:01   #36
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How many of those civs were still around by the industrial age? If you pare the number down, it is a lot different, than if you still have say 18 left.
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Old November 12, 2003, 14:08   #37
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Running Win98SE with a gig of Ram isn't a smart thing to do.
hi ,

seems to work fine , .....

the kid still is playing with it , more then a year later , ...... without having any chrash or other problem , ......

have a nice day
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Old November 12, 2003, 16:13   #38
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celeron? stinger, poor man.
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Old November 12, 2003, 17:56   #39
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Mmmh - might be a dumb question, but how do I get 31 civs on a standard sized map?

Played with 31 civs on the world map with the TEThurkan Mod, but had to quit because turns were too long (xp 1800+ 512mb), but with a smaller map size, it should be possible imho...
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Old November 12, 2003, 18:07   #40
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I don't think it'd be impossible. Just really close neighbors. Build fences.
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Old November 12, 2003, 18:14   #41
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Actually that's what the opener of the thread did - but how do I change the number of civs for each map size in a standard game? Whenever I chose a standard-sized map, the game doesn't offer me an option to add more civs than recommended for the map size.

I checked the manual, but couldn't find anything - start a mp game with me as only human player or what?
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Old November 12, 2003, 18:37   #42
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I'd like to know too!
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Old November 13, 2003, 04:04   #43
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Anyone? I'd really love to play a game like that...
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Old November 13, 2003, 04:26   #44
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Aaah - me so stupid - I figured it out - just create the desired map size in the editor and increase # of civs...
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Old November 13, 2003, 04:36   #45
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Award yourself a sweetie
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Old November 15, 2003, 01:58   #46
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Another problem with those Huge, 31 civ games: Isn't there a 256 city limit hardcoded in the game?
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Old November 15, 2003, 05:57   #47
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If you want 31 Civ, you don't have to create a map in the editor. Just change the number of Civs for the desired map size, and don't forget to change the Distance accordingly.
The large World Map for the DyP mod already uses 31 Civs, and it is playable for the most time, even with my outdated system - the biggest pita is when someone builds or destroys a Harbor, not the wars. But of course, a game takes 100+ hours.
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Old November 15, 2003, 18:22   #48
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Quote:
Originally posted by Cagliostro
Mmmh - might be a dumb question, but how do I get 31 civs on a standard sized map?

Played with 31 civs on the world map with the TEThurkan Mod, but had to quit because turns were too long (xp 1800+ 512mb), but with a smaller map size, it should be possible imho...
hi ,

max size since ptw is 362 X 362 ( panag asked months for it ) , open the editor and place the starting locations where you want , or just check out the apolyton directory ( see above ) for maps and mods , .......

and as for you starting with 31 civs , the faster you kill some , the faster the comp shall go , ......

you should be fine , but if you can get more ram it shall be fun all the way , .......

have a nice day
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Old November 18, 2003, 05:27   #49
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Doc Tsiolkovski: Where do you change the number of civs and what do you mean with distance?

Panag: I don't exactly remember because that was more than a year ago, but I think the map size in the Tet-Mod was 256² - it was unplayable for my taste due to AI turns taking forever (I stopped once they took 10 mins), endless computing times when something affecting trade occured etc... - so no way to go 362², but thanks anyway.

@Thread: I've now played a 31 civ game on a standard sized map on emperor level - it was fun since I like large numbers of civs but hate having to govern/take too many cities. There were no delays when possible trade connections had to be recalculated and turns were fast.

The problem were ressources - most civs couldn't build anything because they were lacking required ressources which kind of destroyed the game in later stages. Guess I'll edit a standard map for another 31 civ game and add lots of iron, coal, rubber, oil etc...
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Old November 18, 2003, 08:58   #50
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Go to the editor, load the regular conquest.bix, save it under a different name, go to 'World Sizes', pick the size you want, change the related Civ number - but to make that work, you also have to turn down the 'Distance' between the Civs, otherwise the game will start with the default number of Civs (or lower, when you chosse it). Finding out the required Distance is try/error.
Save, start that 'Scenario'.
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Old November 18, 2003, 09:21   #51
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Another problem with those Huge, 31 civ games: Isn't there a 256 city limit hardcoded in the game?
close, it's 512 :-)
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But, after playing games that don't even come close to the max number and experiencing, shall i say, annoying, turn lag times, I have no desire to go to the game civ limit.
And the fact that in the end it's just basically more of the same.
Bigger is not always better. ;-)
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Old November 18, 2003, 09:51   #52
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Quote:
Originally posted by Doc Tsiolkovski
Go to the editor, load the regular conquest.bix, save it under a different name, go to 'World Sizes', pick the size you want, change the related Civ number - but to make that work, you also have to turn down the 'Distance' between the Civs, otherwise the game will start with the default number of Civs (or lower, when you chosse it). Finding out the required Distance is try/error.
Save, start that 'Scenario'.

Ok - thanks
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Old November 19, 2003, 02:34   #53
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Quote:
Originally posted by Cagliostro
The problem were ressources - most civs couldn't build anything because they were lacking required ressources which kind of destroyed the game in later stages. Guess I'll edit a standard map for another 31 civ game and add lots of iron, coal, rubber, oil etc...
I remember something in another thread saying that luxuries and resources tended to clump together on huge maps (and maybe some others but I have seen this for myself on the huge ones).
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Old November 19, 2003, 02:37   #54
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Another problem with those Huge, 31 civ games: Isn't there a 256 city limit hardcoded in the game?
close, it's 512 :-)
Thanks! I was wondering if my info was either old or incorrect.
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Old November 19, 2003, 09:24   #55
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I remember something in another thread saying that luxuries and resources tended to clump together on huge maps (and maybe some others but I have seen this for myself on the huge ones).
The problem in that specific game was that there simply are not 32 iron/oil etc... on a standard-sized map, but rather 7-8 - so it's logical that about 25 civs wont have any - I could've thought of that before but didn't play for some time and so I didn't
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