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[TSL] Yet (not) Another Earth Maps Pack

by Gedemon
YnAEMP is a map pack using a custom advanced setup menu and realistic random resource placement. Now you can use a TSL map with custom option : select exactly how many and which civilizations you want in game, set your victory condition and other game options usually unavailable when using this kind of maps.


menu screen :
http://gedemon.free.fr/civ5/ynaemp_setup2.jpg
option list :
City-States Placement : placement option for the city-states
- Only TSL : use only CS that have a TSL (40 available for giant earth, 23 for huge and 12 for standard)
- Random and TSL : this option will use TSL for the CS that the script can place, and use random selection for the others or those which were too close of another civ
- Totally random : All City States get random placement

City-States separation : minimum distance between CS and other civs. This will not be used when using the Totally random option, and will replace randomly a CS with TSL that is placed under the minimum distance when using the Random and TSL option. When you use it with the other options, the script may not be able to place as much CS as selected in the top slider.

Resources : a coefficient appliqued to the number of resources placed on the map. Note that by defaut the number of resource is also scaled depending of the number of players (CS included)

Bosphorus Strait is a sea : place a sea tile between the Black Sea and the Aegean Sea. If not checked, a river will represent the Bosphorus and Dardanelles straits.

Remove United States from game : if you want to use a random selection of civs and be sure that the USA won't be present in the new world 2000BC, then this option is for you. If you choose to play at the USA, this option will have no effect.
It will remove the US units at the start of the game, so if you select 10 random computer civs and USA was one of them, you'll get only 9 civs in game...

Add major deposits of strategic resources : will try to place the deposits defined in the ResourceRegionPos.xml file. Currently, all major oil and coal deposits are defined (see the <Resource_YagemGisementPosition> part of the XML).

Use true geographic resource placement : this option will prevent some resources to be placed in the wrong region. For example, Ivory will only be found in Africa and South-Asia, you won't find spice or silk in europe, no horses in America, etc... The region position are defined in the ResourceRegionPos.xml file, and the resource exclusion is set in the ResourceRegionExclude.xml file.

Add specific resources at starting positions : Place resources (set in the CivilizationsRequestedResource.xml file) for each civilization. You can set up to 5 resources to be placed for each civs.

Don't scale resources with players : when checked, the resources won't be scaled to the number of players, without this, if you launch a game with 20 civs and 40 City States, you can get a map with more ressources than you may want...


The realistic random resource placement options are only available for the giant and huge maps.


Actual map list

(screenshots size are relative to map size)

- Yet Another Giant Earth Map (180x94) (http://forums.civfanatics.com/showthread.php?t=395119) : edition and convertion of Genghis Kai GEM for civ4.
Quadcore CPU and at least 4 gb of RAM on 64bit OS are recommanded to use this map.
http://gedemon.free.fr/civ5/ynaemp_giant.jpg

- Yet Another Huge Earth Map (120x80) (http://forums.civfanatics.com/showthread.php?t=386850) : Dale's huge Earth edited with Europe and Japan upscaled
http://gedemon.free.fr/civ5/ynaemp_huge.jpg

- Standard Earth Map (80x52) (http://forums.civfanatics.com/showthread.php?t=392302) : a cordiform projection version made by smellymummy
http://gedemon.free.fr/civ5/ynaemp_cordiform.jpg

- Standard Europe Map (79x73) (http://forums.civfanatics.com/showthread.php?t=396460) : Dieter's Europe CiV
http://gedemon.free.fr/civ5/ynaemp_euro_standard.jpg

All civs have true starting locations for those maps. The TSL for civs and CS are set via XML files, this way custom civs and CS could be added without needing to edit the maps...


Installation

- Important : when updating always remove the previous version of any mod from your mod folder

- update your version of Civilization to at least patch 1.0.1.217
- download the civ5mod file (http://forums.civfanatics.com/downloads.php?do=file&id=15875) to your mod folder (..\My Documents\My Games\Sid Meier's Civilization 5\MODS).
- launch civ5, go in the Mods menu and wait a few seconds for the files to be extracted. If the automatic extraction is not working, use 7zip to manually extract the mod (the .civ5mod file is a 7zip archive) in the mods folder.
- find the "Yet not Another Earth Maps Pack" line and activate the mod.
- from the mod section, click next, go to single player and then to custom game
- do not use the classic set up game option, to get the new advanced setup menu, you must go in custom game, then select Yet (not) Another Earth Maps and click on Load Mod

As a complement, there are independent city-states mods with TSL designed specially for this map pack (see attachment) :
- Madeira's Selection of ancient city-states to use with the giant map only (still beta version)
- Ynaemp City States for vanilla Civ5, without overlapping start positions and less CS to give more place to European civs.
- Ynaemp City States Extended, with 45 CS with TSL. Due to game engine limitation, only 41 can be loaded in game, and on those, some may be erased at start because of overlapping start location.
- Ynaemp City States for G+K: Add new CS to G+K, you can then use YnAEMP only spaced CS for G+K to remove CS that are to close from other Civilization (require G+K Expansion)

The add-on mods for vanilla civ5 shouldn't be activated at the same time, if you do it the custom game setup menu will tell you and refuse to launch. The add-on for G+K can be used together (And I'd suggest you to use both)

And I also suggest the use of my conversion for YnAEMP (http://forums.civfanatics.com/attachment.php?attachmentid=287237&stc=1&d=1304868246) of mihaifx's City States Leaders mod (see screenshot below)
http://gedemon.free.fr/civ5/hannibal.jpg


Compatibility

- Some files may need to be merged : MapGenerator.lua and WorldBuilderRandomItems.lua if they are used by another mod.
- This mod reinitialize and change 3 resources table : Resource_TerrainBooleans, Resource_FeatureTerrainBooleans, and Resource_FeatureBooleans. Any mod updating those tables should be loaded after this one.
- Since version 0.2, the YnAEMP City state Leader mod does not override any file.


Customize

- Add a new TSL for a custom civilization / city state

you can add a TSL for any custom civ by editing the CivilizationsStartPos.xml file (or MinorCivStartPos.xml for a city state).

you need 2 things :
- the civilization type name (like "CIVILIZATION_ARABIA") that you'll find in the custom civ mod files.
- the tile location of the map you want to use it in.


for example, if you want to add the dutch TSL on the giant map, open Earth_Giant_blank.Civ5Map in the world builder, locate the plot here (edit plot tab) and note it (I'll use plot 16,70).

then find the tag <Civilizations_YagemStartPosition> (or <MinorCiv_YagemStartPosition> for CS) in CivilizationsStartPos.xml (or MinorCivStartPos.xml for CS), and add a row like this:


<Row>
<Type>CIVILIZATION_DUTCH</Type>
<X>16</X>
<Y>70</Y>
</Row>

(search/insert in the <Civilizations_YagemStartPosition> tag for the huge map and <Civilizations_CordiformStartPosition> for the standard map)

(note that I havn't checked if "CIVILIZATION_DUTCH" is the right type, verify in the dutch mod ;) )

save your change and try to start a game selecting the Dutch, if all civs start at random pos, then you may have made a typo in the XML file.


you're limited to 22 major civs in game atm, if you have all the DLC then you'll have at least one civ missing in game if you use any custom civ.

- Add a new TSL directly in a mod including custom civilization(s) / city state(s)

In your mod properties in modbuddy, go to the Associations tab, and in the References section click Add Mod then enter the mod title (YnAEMP) and the mod ID (36e88483-48fe-4545-b85f-bafc50dde315)

This way YnAEMP will create the needed table in the DB before your mod is loaded.

Then you just need to add the XML code in one of your files to add the position of your civilization in YnAEMP tables.

For example to add the Dacian TSL on the Large Europe, the code would be

<GameData>
<Civilizations_EuroLargeStartPosition>
<Row>
<Type>CIVILIZATION_DACIAN</Type>
<X>49</X>
<Y>38</Y>
</Row>
</Civilizations_EuroLargeStartPosition>
</GameData>


The YnAEMP tables names are found in CivilizationsStartPos.xml, MinorCivStartPos.xml (for CS), and CivilizationsRequestedResource.xml (if you want to add specific resources around your civilization TSL if the corresponding option is checked in the setup screen)



Troubleshooting


If the game crash when loading the giant map, try the old version, aka YAGEM (http://forums.civfanatics.com/downloads.php?do=file&id=15727) (loaded the "normal" way, ie mod -> single player -> set up game -> choose map). If this version alone lead to a crash, then you're probably limited by the the actual civ5 executable and/or your hardware.


Before reporting a bug, please try the following :
- Delete the content of your game cache folder (..\My Documents\My Games\Sid Meier's Civilization 5\cache\)
- Enable lua loging : open the config.ini file (in "..\My Documents\My Games\Sid Meier's Civilization 5") with notepad or any other text editor, find the line with "LoggingEnabled = 0" and replace by "LoggingEnabled = 1"
- Launch YnAEMP, and if you still have the bug go to the "..\My Documents\My Games\Sid Meier's Civilization 5\Logs" folder, open Lua.log with your text editor, and send me a PM with a copy/paste of the content of the file with a description of your problem. (or save the log as a .txt file and post it here)


Minimum Civ5 patch version required : 1.0.1.217, I can't provide support for older version of Civilization V.



Known bug

- Crash may occur when loading/using the giant map due to the amount of computer resources used


Credits and Thanx :

Genghis Kai, Dale, smellymummy, Dieter VonClam for their great maps :goodjob:
Ambrox62 for his maps and the AMC mod
Madeira, PseRamesses and everyone on this thread for test reports, comments, suggestions and help debugging the mod
mihaifx for the City States Leaders mod
Ekmek: CS TSL for the cordiform earth
Montijin: TSL for BNW Civs on the Huge Earth Map
Al-Iskander: TSL for all Civs and CS on djvandyke's standard sized Earth Map

  • Dont really understand how to get the civs in the good place :P
    - ReQuest, 3 years ago
  • All the vanilla civs (including Babylon and Mongolia) starts at the good place.
    - Gedemon, 3 years ago
  • Nice project, Gedemon. :goodjob:

    Dont really understand how to get the civs in the good place :P

    I understand that if you use the correct option that will not be a problem.
    - JEELEN, 3 years ago
  • Dont really understand how to get the civs in the good place :P

    in fact, I don't really understand the question : can you describe how you get the civs starting at the wrong place using that mod ? :D
    - Gedemon, 3 years ago
  • To me this is a really cool mod! Its the first time I tried an Earth map because of it ;)

    I have one sugestion, when I start a game, I like to pick the civs that will be in it, and I always use one of two selections, either ancient civs (Rome, Greece, Egypt, Babylon, Persia, India, China, Japan, Aztecs and maybe Iroquois) or more recent civs (America, France, Germany, England, Arabia, Ottomans, China, Japan, Siam, Songhai, India). So yesterday I tried your mod with the ancient selection, playing as the Romans, and CS in TSL (love that one), got 3 CSs in northern Italy, one of them couldnt even build a city because it was too close to Rome, and then there's the problem of having more recent CSs mixed with ancient civs.

    So my sugestion is, add an option to only use one of these selections, with perhaps Americans and Iroquois as options in 2nd selection. If im playing as Americans I would like Iroquois to be there too so im not playing alone in N. America, but I suppose they could also be converted to a CS.

    Then, add a few more CSs so we could have a nice list of both ancient and more recent CSs. I can help with ideias if you want to take my sugestion. The idea is, if playing a game with ancient civs, only ancient city states are placed on the map. If playing with more recent civs, only more recent CSs are placed, plus some others that were still around in renaissance times ;) Also logical would be to create CSs to represent Rome, Athens and Alexandria for instances, since they're no longer full civs in the 2nd selection, they should still be on the map as CSs.

    Let me know what you think, I currently have no time to do mod work on Civ5 since im still working on Civ3 :p, but I can help with sugestions like this ;)
    - Madeira, 3 years ago
  • To me this is a really cool mod! Its the first time I tried an Earth map because of it ;)
    thanx :D

    I have one sugestion, when I start a game, I like to pick the civs that will be in it, and I always use one of two selections, either ancient civs (Rome, Greece, Egypt, Babylon, Persia, India, China, Japan, Aztecs and maybe Iroquois) or more recent civs (America, France, Germany, England, Arabia, Ottomans, China, Japan, Siam, Songhai, India).
    I've not started to work on the civs selection part (resource first in the todo now), but I plan to add a menu allowing some kind of preselection (as it's already done for CS), and modern/ancient is a good sugestion for those list, I'll use it I think :)

    So yesterday I tried your mod with the ancient selection, playing as the Romans, and CS in TSL (love that one), got 3 CSs in northern Italy, one of them couldnt even build a city because it was too close to Rome, and then there's the problem of having more recent CSs mixed with ancient civs.
    which separation setting did you use ?

    normally the default (minimum) should prevent a CS starting so close of another that it can't settle at it's starting position. Only the "no check" option should lead to such a case, so maybe it's a bug that I need to check if you can confirm it.

    The map preselection use a list of 26 city that aren't too close of each other and will fill the map nicely. I've tried to used the most ancient one in this list...

    So my sugestion is, add an option to only use one of these selections, with perhaps Americans and Iroquois as options in 2nd selection. If im playing as Americans I would like Iroquois to be there too so im not playing alone in N. America, but I suppose they could also be converted to a CS.
    yep. on a side note, the civs are placed before the CS, if a civ and a CS representing that civ are loaded (let say Edinburgh and Scotland custom civ - and if Scotland TSL is set in the XML), then the CS will be removed from the game leaving only the civ if you don't use the "no check" option for separation.

    Then, add a few more CSs so we could have a nice list of both ancient and more recent CSs. I can help with ideias if you want to take my sugestion. The idea is, if playing a game with ancient civs, only ancient city states are placed on the map. If playing with more recent civs, only more recent CSs are placed, plus some others that were still around in renaissance times ;) Also logical would be to create CSs to represent Rome, Athens and Alexandria for instances, since they're no longer full civs in the 2nd selection, they should still be on the map as CSs.

    Let me know what you think, I currently have no time to do mod work on Civ5 since im still working on Civ3 :p, but I can help with sugestions like this ;) As it is, the mod is ready to be made compatible with any CS mods, the only thing to do is setting the TSL of each city in the XML file. (I'll add a section about this mod customization in first post later - resource first !)

    Of course, I can also add more CS to the existing ones (there are something like 10 already added, coming from my yahem/yagem maps)

    And custom selection could be implemented, I'm already using one set as a table in LUA, I could convert the function to use XML instead, then you could simply make/add your own selections...

    On another scale (and much more conditionnal), I'll really like to add dynamic city naming to those maps. Something using true name for cities based on geography, civilization and eras... But that would need a huge work, maybe not much in coding, but in research and Database/XML filling... not something I could do without help ;)
    - Gedemon, 3 years ago
  • Thats cool Gedemon! Good luck with the resource placement thing!

    I used the default minimun separation, so yea, probably a bug ;)

    About civ placement overiding CS, sounds good, then all thats necessary is to create the custom CSs. If working with the XML is easier, I'll have some fun with it when you do that and I have some time :)

    The dynamic city namming is a good idea, but like you said, huge work! I suppose it would be something like: If civ A builds a city near X,Y then name it Blabla instead of picking next name from citylist
    then add a bunch of other conditions if you want to make it depend on era and stuff, and you have a job for a few weeks, hopefully with some more people helping you LOL
    - Madeira, 3 years ago
  • updated to v0.2 !

    the realistic random resource placement is done and available for the giant map :D

    there are two options related to resources :

    - the first is Add major deposits of strategic resources, it will try to place the deposits defined in the ResourceRegionPos.xml file. Currently, almost all major oil and coal deposits are defined (see the <Resource_YagemGisementPosition> part of the XML)

    - the second is Use true geographic resource placement, this option will prevent some resources to be placed in the wrong region. For example, Ivory will only be found in Africa and South-Asia, you won't find spice or silk in europe, no horses in America, etc... The region position are defined in the ResourceRegionPos.xml file, and the resource exclusion is set in the ResourceRegionExclude.xml file.
    - Gedemon, 3 years ago
  • I used the default minimun separation, so yea, probably a bug ;)

    Using Rome, I wasn't able to reproduce this one, but I've found another that need to be fixed (see the to do in first post)

    About civ placement overiding CS, sounds good, then all thats necessary is to create the custom CSs. If working with the XML is easier, I'll have some fun with it when you do that and I have some time :)
    working with the XML is a matter of copy/pasting at the correct place ;)

    the new CS are set in MinorCivAdded.xml and their positions are set in MinorCivStartPos.xml (where X, Y are the coordinates found in the WB - edit plot tab)

    The dynamic city namming is a good idea, but like you said, huge work! I suppose it would be something like: If civ A builds a city near X,Y then name it Blabla instead of picking next name from citylist
    then add a bunch of other conditions if you want to make it depend on era and stuff, and you have a job for a few weeks, hopefully with some more people helping you LOL

    yes, that exactly how I want to do it, and yes, it's a full time job :D

    but if I manage to do the code part, with a small exemple (let say a part of europe), then it's just a question of "who want to edit a few tousands of XML lines ?" :)
    - Gedemon, 3 years ago
  • Your the Greatest !!!:D
    - ReQuest, 3 years ago
  • but if I manage to do the code part, with a small exemple (let say a part of europe), then it's just a question of "who want to edit a few tousands of XML lines ?" :)

    LOL
    ok, good luck with that ;)

    I'll take a look at the new version now, the resource thing seems excelent!
    - Madeira, 3 years ago
  • I've noticed that there are too many resources placed on the map right now, I'll post later a new version with a fix, and while I'm at it, a new option to set the quantity of resources to be placed...
    - Gedemon, 3 years ago
  • v0.3 is uploaded, see first post for the new option description, changelog :

    - fix a bug allowing (sometime a lot) more resources than needed to be placed
    - added options: one to specify the quantity of resources to place and the "don't scale the resource with number of players" option
    - tweak the resources placement
    - use better code for deposits placement
    - allow water resource to be placed really offshore
    - Gedemon, 3 years ago
  • some little notes on the city states (presellected)
    - tyre and sidon are to close to eachother, gues you can remove 1 of them and add a citystate in africa or something (maby you could rename one of them to Jerusalem?, that city had so much impact on world history as we all know)
    - Could you move Brussels one 1 tile up and name it Amsterdam, think that city is more important and gives the frech a bit more room
    - I Like your add of Monaco but You have to remove florance and genua, their is simply no room. Venice could stay
    again maby move the 2 citystates to africa/australia/america/asia
    - ReQuest, 3 years ago
  • Gedemon, I have no time for this at home, but I can do a few things at work, so im working on an ancient CS selection. I already made a list of CS for America, Africa and Europe, other regions will follow. Then I'll add them to the MinorCivAdded xml file. However im going to need some help with the MinorCivStartPos xml file, I dont have worldbuilder so I know of no way to determine the X Y locations for them.

    I'll post the list of CS soon. By the way, I believe its Ile Ife, not Ife Ife :) That one is included in my African CSs too.

    While working on the European list, I thought about making various Celtic "cities" minor CSs, since they're not in the game as a full civ, but then we would end up with a crowded Europe because I would have to do the same for other "barbaric" cultures, so I just kept Vienna and Genoa and see them as Celtic and Ligurian CSs. Another idea that crossed my mind is rename the Greek civ to Macedon and add a few Greek CSs around southern Europe, but that would make it seem like a scenario and not so much as an Epic game, but go ahead and comment :)
    - Madeira, 3 years ago
  • Ahh.. your already fixing the citystates?:P
    - ReQuest, 3 years ago
  • LOL, yea! :)

    but only for ancient civs flavour ;)

    Here's my current list, havent worked on the far-east yet, that will need some research. This will be the complete list, meaning whats not here will not show up if you're playing TSL only:

    America:

    Cahokia (Mississipian)
    Culhuacan (Anasazi)
    Teotihuacan (Totonac)
    Tikal (Maya)
    Cuzco (Inca)

    Africa:

    Carthage (Punic)
    Ile Ife (Yoruba)
    Meroe (Kush)
    Zimbabwe (Zulu)

    Europe:

    Tertessos (Tartessic)
    Ragusa (Sicilian)
    Vienna (Celtic)
    Genoa (Ligurian)
    Troy (Trojan)
    Hatussa (Hittite)

    Middle-east:

    Tyre (Phoenician)
    Anshan (Elamite)
    Petra (Nabatean)
    Marib (Sabean)
    Harappa (Harappan)
    Thanjavur (Chola)
    Ecbatana (Mede)
    Bactria (Parthian)
    Samarkand
    - Madeira, 3 years ago
  • some little notes on the city states (presellected)
    - tyre and sidon are to close to eachother, gues you can remove 1 of them and add a citystate in africa or something (maby you could rename one of them to Jerusalem?, that city had so much impact on world history as we all know)
    - Could you move Brussels one 1 tile up and name it Amsterdam, think that city is more important and gives the frech a bit more room
    - I Like your add of Monaco but You have to remove florance and genua, their is simply no room. Venice could stay
    again maby move the 2 citystates to africa/australia/america/asia
    normally, the "preselected" option will place 26 civs on the giant earth map, all of them being far enough of each other.

    When you use the "Only TSL" option on the giant map, you'll get up to 40 CS placed, depending of your separation option. With the "no check" option for separation, you'll end up with some CS not able to create their first city... Using the "Only TSL" option, you should set the separation to "minimum" or "close", then you'll get Tyre or Sidon on the map, but not both... note that with the minimum separation option Europe will be crowed.

    I thing that with the resource code done now (I'll post the new version after a few test when I get back from work) I'll move the preselected table to XML for easier editing.

    That will allow you to set exactly which CS you want in game :)

    Anyway, I'll put more preselection, starting by Madeira's one I hope !

    Gedemon, I have no time for this at home, but I can do a few things at work, so im working on an ancient CS selection. I already made a list of CS for America, Africa and Europe, other regions will follow. Then I'll add them to the MinorCivAdded xml file. However im going to need some help with the MinorCivStartPos xml file, I dont have worldbuilder so I know of no way to determine the X Y locations for them.
    for the X,Y, the map screenshoots in the first post may be of some use... the ratio is 5 pixels/hex, so with an image editor (like paint) you can convert the X and Y using this formula :
    X = image x / 5
    Y = 94 - (image y / 5)

    well, I've just noticed than I wrongly scaled the screenshot for 96 height, but you should get a close approximation... :D

    for the other maps, use 80 and 52 instead of 94...

    I'll post the list of CS soon. By the way, I believe its Ile Ife, not Ife Ife :) That one is included in my African CSs too.

    While working on the European list, I thought about making various Celtic "cities" minor CSs, since they're not in the game as a full civ, but then we would end up with a crowded Europe because I would have to do the same for other "barbaric" cultures, so I just kept Vienna and Genoa and see them as Celtic and Ligurian CSs. Another idea that crossed my mind is rename the Greek civ to Macedon and add a few Greek CSs around southern Europe, but that would make it seem like a scenario and not so much as an Epic game, but go ahead and comment :)
    Yep, I'll correct Ile Ife (or use yours)

    You can set multiple CS at the same plot (ancient / modern versions), as long as we don't put both in a selection or use the "minimum" separation option with the "only TSL" option, only one of those will end in game (or I need to squash a bug here)

    Talking about scenario, if you've tried the "american nations" selection, it may give you some others idea... ;)

    Looking forward to your list :goodjob:

    edit : like it !
    - Gedemon, 3 years ago
  • v0.4 upped in the mod database (http://forums.civfanatics.com/downloads.php?do=file&id=15875). The "Add specific resources at starting positions" option is finally here :D

    You can set which resources to place at starting position of each civilization by editing the CivilizationsRequestedResource.xml file. The XML is a kind of a draft to test the function, feel free to edit it at your taste or propose change here.
    - Gedemon, 3 years ago
  • Sounds cool!

    Having a very busy day at work today, tomorrow will probably be the same, so I cant work on that CS list in the next few days, may try to finish the list with the far-east CSs tomorrow and thats about it.
    - Madeira, 3 years ago
  • Why is that there are no resources when I play the game?

    I try checking and unchecking the resource options.

    Am I missing something??
    - montiff, 3 years ago
  • did you edit one of the files ? an error in the XML may lead to no resources in game, but else you should have resources ingame, whatever the option selected...

    if you load the maps outside the mod (shouldn't be possible, unless you copy them in the map folder manually), they will load without resources, as it's the mod which place all the resources, the maps alone are totally blank.

    can you add some more details ? a savegame maybe ?
    - Gedemon, 3 years ago
  • Well I uninstalled and reinstalled looks like it's working fine now.

    Thanks for the mod!
    - montiff, 3 years ago
  • Ok here's the rest of the list of ancient city states:

    Far-east:

    Lhasa (Tibetan)
    Seoul (Silla) alternate: Hanju
    Pyongyang (Goguryeo)
    Singapore (Javanese) alternate: Temasek
    Xi'an (Quin) alternate: Chang'an
    Nanjing (Wu) alternate: Jianye
    Tagaung (Burmese)

    If anyone wants to start editing the XML files go right ahead ;) I probably wont have time for it before next week.
    So thats version 1, for version 2 I may add a few more CSs that will probably only be used if ancient civs are not used, example: Athens and Alexandria
    - Madeira, 3 years ago
  • I've begun editing the MinorCivAdded.xml file in this mod, to add the CSs I came up with, but I need some help if im to do this at work, I wont have time for everything at home.

    There are 3 fields I require a list of all the options, they are:

    ArtStyleType (I know ARTSTYLE_GRECO_ROMAN/SOUTH_AMERICA/ASIAN/MIDDLE_EAST)

    ArtStyleSuffix (I know _AFRI/_ASIA/_AMER/_MED)

    ArtStylePrefix (I know AFRICAN/ASIAN/AMERICAN/MEDITERRANEAN)

    what else is there for these 3 fields? What will they affect?

    Some help during the afternoon GMT time would mean I would probably finish with this file today ;) Then I could work on adding the TSL on the weekend at home.

    Also will need to change the CSs colors, and dont know what colors are available, but for now I can give them all the same I suppose.
    - Madeira, 3 years ago
  • I've begun editing the MinorCivAdded.xml file in this mod, to add the CSs I came up with, but I need some help if im to do this at work, I wont have time for everything at home.

    There are 3 fields I require a list of all the options, they are:

    ArtStyleType (I know ARTSTYLE_GRECO_ROMAN/SOUTH_AMERICA/ASIAN/MIDDLE_EAST)

    ArtStyleSuffix (I know _AFRI/_ASIA/_AMER/_MED)

    ArtStylePrefix (I know AFRICAN/ASIAN/AMERICAN/MEDITERRANEAN)

    what else is there for these 3 fields? What will they affect?

    Some help during the afternoon GMT time would mean I would probably finish with this file today ;) Then I could work on adding the TSL on the weekend at home.

    Also will need to change the CSs colors, and dont know what colors are available, but for now I can give them all the same I suppose.

    Sorry, hadn't time to reply sooner...

    afaik :
    - the ArtStyleType refer to... erf... don't know in fact, I thought it was city, but see prefix...
    - the suffix to units art (ART_DEF_UNIT__SETTLER_ASIA, ART_DEF_UNIT__SETTLER_AMER, etc...) and maybe some features / building (Colesseum_Amer.fxsxml, Colesseum_Afri.fxsxml, ...)
    - the prefix refer to city art : see civ5artdefines_citybuildings.xml

    the color list is in the CIV5PlayerColors.xml, better use the one starting with "PLAYERCOLOR_MINOR", this way all CS have a black background on the map, and for geographic close CS it's also better to use different colors (for when CS are at war via alliances...)

    edit for color list :

    PLAYERCOLOR_MINOR_WHITE
    PLAYERCOLOR_MINOR_GRAY
    PLAYERCOLOR_MINOR_BLUE
    PLAYERCOLOR_MINOR_MIDDLE_BLUE
    PLAYERCOLOR_MINOR_CYAN
    PLAYERCOLOR_MINOR_MIDDLE_CYAN
    PLAYERCOLOR_MINOR_PEACH
    PLAYERCOLOR_MINOR_GREEN
    PLAYERCOLOR_MINOR_LIGHT_GREEN
    PLAYERCOLOR_MINOR_LIGHT_BLUE
    PLAYERCOLOR_MINOR_PURPLE
    PLAYERCOLOR_MINOR_MIDDLE_PURPLE
    PLAYERCOLOR_MINOR_LIGHT_PURPLE
    PLAYERCOLOR_MINOR_LIGHT_ORANGE
    PLAYERCOLOR_MINOR_YELLOW
    PLAYERCOLOR_MINOR_LIGHT_YELLOW
    PLAYERCOLOR_MINOR_GOLDENROD
    PLAYERCOLOR_MINOR_DARK_LEMON
    - Gedemon, 3 years ago
  • No problem, ok thanks Gedemon! I'll take a look at those xml files and take some notes to work on it during the week if I dont find time this weekend ;)
    - Madeira, 3 years ago
  • Very nice mod, I'll have to try it out sometime. Always gotta love more options, especially on realistic maps.
    - Shiggs713, 3 years ago
  • Installed the mod and started up a new game as Russia with 18 AI civs. My settler started on a coastal tile next to an ice floe...
    - kurt-roges, 3 years ago
  • Installed the mod and started up a new game as Russia with 18 AI civs. My settler started on a coastal tile next to an ice floe...

    please, can you confirm that you launched the game via this menu :

    http://gedemon.free.fr/civ5/ynaemp_setup2.jpg

    with the "Yet (not) Another Earths Maps Pack - advanced Setup" title at the top of the menu windows ?
    - Gedemon, 3 years ago
  • This mod looks really good, but I can't get it to work properly.

    I've tried launching three games now, two with Greece and one with Rome and the game placed me in the Chicago area in North America all three times. Any ideas? My settings were 15 (random) civs, Prince difficulty level and disabled the Time victory.

    EDIT: And yes, I used the advanced menu by going to Mods > Singleplayer > Custom Game > Load

    Any ideas?
    - Senap, 3 years ago
  • are you using a mod adding custom civs ? if so, could you list them (or any other mods), it will help me try to reproduce this bug... last but it could also help me a lot : can you enable the live tuner and see if there are error messages at game launch relative to "ynaem" ?

    thanx :D
    - Gedemon, 3 years ago
  • Thanks, you helped me solve the problem. I had the Teutonics map/mod activated and I disabled it. I have no other mods activated.

    I don't understand why that mod would affect your mod, but I guess I'll have to start studying the art of Civ 5 modding :) I tried the live tuner thing for the first time but didn't catch any error messages.

    Thanks!
    - Senap, 3 years ago
  • you mean the tectonic map script ? That's strange, I'll have a look at this, and thank you for the report.
    - Gedemon, 3 years ago
  • I also have the tecnocis script installed and have no problems, strange..

    Im working slowly on the starting locations for my CSs, would be faster if there were some utility I could use to give me the coordinates I want :( Right now im doing it the way you sugested.
    If anyone has free time and knows how to do it, I can give you the files ;)

    I dont expect to have it ready before the end of the week.
    - Madeira, 3 years ago
  • When I start this game with the Aztecs my starting location is in the middle of the ocean. With the japanese I find myself in some desert. Can someone please explain what im doing wrong? I have no other mod activated.
    - rojk, 3 years ago
  • Gedemon, I started a new game after lunch to check if my CSs showed up on the map, using TSL only, but a bunch of CS that I removed from the MinorCivStartPos.xml file are still showing up in random locations, is there another file I need to edit?

    Every CS in my list now has a starting position, but I need to fine-tune them, and the only way I can do that is start a game and take a look at the map, that will be a pain in the butt if I have to start dozens of games, wont have time for it before the weekend. If you want to help to get it done quicker, I can give you notes for each CS or paint their location on a map and send you the files :)
    - Madeira, 3 years ago
  • Gedemon, I started a new game after lunch to check if my CSs showed up on the map, using TSL only, but a bunch of CS that I removed from the MinorCivStartPos.xml file are still showing up in random locations, is there another file I need to edit?
    no, it should have worked... :confused:

    you've added the new CS in MinorCivAdded.xml then edited MinorCivStartPos.xml to keep only your selection for the test, right ?

    Every CS in my list now has a starting position, but I need to fine-tune them, and the only way I can do that is start a game and take a look at the map, that will be a pain in the butt if I have to start dozens of games, wont have time for it before the weekend. If you want to help to get it done quicker, I can give you notes for each CS or paint their location on a map and send you the files :)

    then maybe this giant screenshoot (http://gedemon.free.fr/civ5/giant_earth_30.jpg) will help you. The ratio is 30 pixels/tile and the height/width is correct this time.
    X = image_x / 30
    Y = 94 - (image_y /30)

    edit : or else just give me a google map link for each CS, I'll set them, but I can't promise to do it quicker than you ;)
    - Gedemon, 3 years ago
  • no, it should have worked... :confused:

    you've added the new CS in MinorCivAdded.xml then edited MinorCivStartPos.xml to keep only your selection for the test, right ?



    Thats right :)
    I'll take another look at it later if I have the time, try to figure out what was wrong.


    then maybe this giant screenshoot (http://gedemon.free.fr/civ5/giant_earth_30.jpg) will help you. The ratio is 30 pixels/tile and the height/width is correct this time.
    X = image_x / 30
    Y = 94 - (image_y /30)

    Nice! That may make it easier ;) Thanks!
    - Madeira, 3 years ago
  • When I start this game with the Aztecs my starting location is in the middle of the ocean. With the japanese I find myself in some desert. Can someone please explain what im doing wrong? I have no other mod activated.

    I'm starting to wonder if it may be a case of "first launch failed" for this mod :o

    can you try to disable the mod, launch a normal game, return to windows, launch civ again, (re-)enable the mod then start a game with this mod's advanced menu ?
    - Gedemon, 3 years ago
  • Thats right :)
    I'll take another look at it later if I have the time, try to figure out what was wrong.

    if you can, try to use the firetuner, or zip the 2 files and post them here or PM me, I'll have a look.
    - Gedemon, 3 years ago
  • Fire tuner?

    Quickest is attaching the files here :)

    havent given custom colors and some starting positions may be over water or mountains :p
    - Madeira, 3 years ago
  • Gedemon: Nope, that didn't work.
    - rojk, 3 years ago
  • As Siam, I start in an ocean tile east of the Nile river.

    Most of the time I cannot get the game to start so I reset the configurations and redo them in hopes it will work. I only got the correct location for Siam one time but unfortunately I accidentally started with the wrong pace mode. :(
    - JDvasquez, 3 years ago
  • what map size are you guys using?
    I find this strange because every time I started I had no such problems, but I always use Huge.
    - Madeira, 3 years ago
  • I chose Huge.

    I'm going to try reinstalling it.
    - JDvasquez, 3 years ago
  • Fire tuner?

    Quickest is attaching the files here :)

    havent given custom colors and some starting positions may be over water or mountains :p

    okay, found a bug in my code, trying to fix it asap ;)

    what map size are you guys using?
    I find this strange because every time I started I had no such problems, but I always use Huge.
    the giant screenshot is for the giant map btw. If you need it, I can make 30 pixels / tile screenshots of the huge and standard size.



    for all that have starting position problems, is it possible for you to use the fire tuner from the SDK ?
    - Gedemon, 3 years ago
  • I'll try using this one first, but can only get to it tomorrow.
    thanks
    - Madeira, 3 years ago
  • I chose Huge.

    I'm going to try reinstalling it.

    Errr... I meant Giant, its the bigest one right? :)
    - Madeira, 3 years ago
  • Yes, I meant Giant to! haha!

    After reinstalling the mod, everything's working as intended so far.
    - JDvasquez, 3 years ago
  • Fire tuner?

    Quickest is attaching the files here :)

    havent given custom colors and some starting positions may be over water or mountains :p

    found a few typo in your XML :
    not MINOR_TRAIT_MILITARIST but MINOR_TRAIT_MILITARISTIC
    not MINOR_TRAIT_CULTURAL but MINOR_TRAIT_CULTURED

    I like your selection, and it will fill some gaps in the map :goodjob:
    - Gedemon, 3 years ago
  • Yes, I meant Giant to! haha!

    After reinstalling the mod, everything's working as intended so far.

    LOL :lol:
    ok cool!
    - Madeira, 3 years ago
  • found a few typo in your XML :
    not MINOR_TRAIT_MILITARIST but MINOR_TRAIT_MILITARISTIC
    not MINOR_TRAIT_CULTURAL but MINOR_TRAIT_CULTURED

    I like your selection, and it will fill some gaps in the map :goodjob:

    Oh.. Thats civilization 3 fault :p
    they changed some english words lol

    Yea, think so too! And there's no reason why it should only be used with ancient civs.
    - Madeira, 3 years ago
  • Yea, think so too! And there's no reason why it should only be used with ancient civs.

    right.

    ok, fixed the bug, but there's another problem with the way I initialize the map right now : not all CS are used, 'cause of the max CS in game limit.

    but I'll fix it, you can finish your list ;)
    - Gedemon, 3 years ago
  • Well we can always delete some of yours :p
    - Madeira, 3 years ago
  • Well we can always delete some of yours :p

    héhé, but that's one possible solution, make a mod of your list, load it after Ynaem and make it remove some CS from the database before adding yours...
    - Gedemon, 3 years ago
  • Sounds good, you do that! ;)
    - Madeira, 3 years ago
  • Why are there almost no citystates in europe when playing as France and now i play with Persia there are alot of them.
    - ReQuest, 3 years ago
  • Why are there almost no citystates in europe when playing as France and now i play with Persia there are alot of them.

    hmmm, maybe I've changed the defaut distance setting from "close" to "minimum" for CS between v0.3 and v0.4... With the "close" (=5 tiles) distance option, few CS will be placed in Europe, and with the "minimum" (=3 tiles) option only 2 or 3 won't be placed (Monaco or one/two Italian CS).

    I'm thinking of changing the close value to 4 tiles, to allow a medium number of CS in Europe...
    - Gedemon, 3 years ago
  • hmmm, maybe I've changed the defaut distance setting from "close" to "minimum" for CS between v0.3 and v0.4... With the "close" (=5 tiles) distance option, few CS will be placed in Europe, and with the "minimum" (=3 tiles) option only 2 or 3 won't be placed (Monaco or one/two Italian CS).

    I'm thinking of changing the close value to 4 tiles, to allow a medium number of CS in Europe...

    I can confirm that Gedemon. I actually though I remembered wrong but today i fired up a couple of games, on giant, with several civs close to CS´s and yes, your suspicion is right.
    Furthermore I belive the starting location for Paris, Delhi, Thebes, Sukothai could be better. Thebes is now placed where roughly Abydos was. Should be placed 1 tile east and then 1 tile south east. Thebes is located south of the Nile. Delhi should be oe tile more north, atleast. Sukothai atleast one tile south, but i would rather place it along the coast (Bangkok has a seaport although its up-river a little distance) I know Sukothai is not Bangkok but was located some 2 hrs drive north of central Bangkok. My suggested move of Paris is debatable but its more for balance reasons I suggest it be moved one tile south.
    If u need any help with tideous map changes I can do it for u. Did a lot of modding for CiV II but lost interest with III, started again with IV but TotalWar took all my time. Just let me know.
    - PseRamesses, 3 years ago
  • I can confirm that Gedemon. I actually though I remembered wrong but today i fired up a couple of games, on giant, with several civs close to CS´s and yes, your suspicion is right.
    Furthermore I belive the starting location for Paris, Delhi, Thebes, Sukothai could be better. Thebes is now placed where roughly Abydos was. Should be placed 1 tile east and then 1 tile south east. Thebes is located south of the Nile. Delhi should be oe tile more north, atleast. Sukothai atleast one tile south, but i would rather place it along the coast (Bangkok has a seaport although its up-river a little distance) I know Sukothai is not Bangkok but was located some 2 hrs drive north of central Bangkok. My suggested move of Paris is debatable but its more for balance reasons I suggest it be moved one tile south.
    If u need any help with tideous map changes I can do it for u. Did a lot of modding for CiV II but lost interest with III, started again with IV but TotalWar took all my time. Just let me know.

    thank you for the sugestions :)

    I'll move Delhi 2 tiles north and Sukothai 1 tile south east (from there you can move it and found first city at Bangkok position in the first turn...)

    I had some reflexion about Thebes position, finally I thought I had moved it "only" one tile west from real position, to help at start with the oasis and 2 hills for prod. But placing it where you suggest seems good too, I'll do it (and plop another oasis).

    Paris was another point of reflexion between the actual plot and the one south-west... "Paris sur Loire" feels wrong to me, so I finally choose the position north of the Seine. Can you develop about the balance issue ? more room for Germany and England ? more prod for Paris ?

    I don't know, actual position feels natural, and moving the Loire south is difficult 'cause France is streched in the width to allow a bigger England, making any change on the north/south direction more noticeable... but balance and realism are indeed debatable, and I won't need a lot of arguments to change this starting position ;)
    - Gedemon, 3 years ago
  • thank you for the sugestions :)

    I'll move Delhi 2 tiles north and Sukothai 1 tile south east (from there you can move it and found first city at Bangkok position in the first turn...)

    I had some reflexion about Thebes position, finally I thought I had moved it "only" one tile west from real position, to help at start with the oasis and 2 hills for prod. But placing it where you suggest seems good too, I'll do it (and plop another oasis).

    Paris was another point of reflexion between the actual plot and the one south-west... "Paris sur Loire" feels wrong to me, so I finally choose the position north of the Seine. Can you develop about the balance issue ? more room for Germany and England ? more prod for Paris ?

    I don't know, actual position feels natural, and moving the Loire south is difficult 'cause France is streched in the width to allow a bigger England, making any change on the north/south direction more noticeable... but balance and realism are indeed debatable, and I won't need a lot of arguments to change this starting position ;)

    thx 4 the changes, looking forward playing it =)

    Re: Paris. Its very close to London AND Brussels. I just felt it was cramped and wanted more landproduction for the city. What do u think?

    Re: Egypt. Placing a couple of more oasises west of the nile is needed since they had a very strong presence in oasises like Bahanya, Dahkla, Kharga, Farafra, Hiwa etc. Another thing I miss in Egypt is that great "bend" the Nile does in Nubia if you know what I mean? I can mark these things on the map and send it to you if you like. I also feel that it would be great to make it impossible to found a city on a desert tile. This will stop the spamming of Askia and Egypt in the Saharas. Other areas on the globe will benefit from this also. Is it possible?

    Have a nice day and thank you for your great job. I only play historical maps so this is greatly appreciated.
    - PseRamesses, 3 years ago
  • I have a problem, not sure if it's in all mods or just this, but I am unable to save the game. I only have options to quit or edit options.
    - Goombac, 3 years ago
  • thx 4 the changes, looking forward playing it =)

    Re: Paris. Its very close to London AND Brussels. I just felt it was cramped and wanted more landproduction for the city. What do u think?

    Re: Egypt. Placing a couple of more oasises west of the nile is needed since they had a very strong presence in oasises like Bahanya, Dahkla, Kharga, Farafra, Hiwa etc. Another thing I miss in Egypt is that great "bend" the Nile does in Nubia if you know what I mean? I can mark these things on the map and send it to you if you like. I also feel that it would be great to make it impossible to found a city on a desert tile. This will stop the spamming of Askia and Egypt in the Saharas. Other areas on the globe will benefit from this also. Is it possible?

    Have a nice day and thank you for your great job. I only play historical maps so this is greatly appreciated.I'll test the new position for Paris. ;)

    And if you can, I'll appreciate the marked map, yes, it was one of the most difficult part of the convertion for the giant map : find accurate maps of world rivers...

    I don't know if something can be done to restrict city on desert (and what about Thebes then ? for the game flood plains is desert terrain), but I may plan something to force settling and separation between cities in some areas, first I must have a look (and understand) smellymummy's code for his AI's ICS mod...

    I have a problem, not sure if it's in all mods or just this, but I am unable to save the game. I only have options to quit or edit options.
    save/load working fine here, and I use about 10 other mods, I don't know what's wrong for you...
    - Gedemon, 3 years ago
  • Hey, my english is not so good.

    But I want to ask if anyone else are having game crash with giant earth map before the game really start(?????)

    Huge map started well, but giant map chashes. I hope find a solution. Thanks anyway. =]
    - Mordredis, 3 years ago
  • Hi Mordredis!

    try again, this happens to me some times too, but its not this Mod's fault, it may be caused by low system resources, I dont know, but it doesnt happen all the time.

    When it happens to me when starting a new game, it crashes after loading the map, but before I can start playing. I launch the game again and load the initial autosave, and it works, so I dont have to start a new game again because it made an autosave before it crashed :)

    hope you understood and your case is identical to mine ;)
    - Madeira, 3 years ago
  • Thank you Madeira. But I think it is a especific problem with the map (Giant Earth). It is like Civlization 4 and the giant earth map: there was a time that the game crashed before it started.

    I think maybe is a bug in some file.

    Maybe a problem with the sound, cause is just "the guy" start the speack about the nation, the game chashes...
    - Mordredis, 3 years ago
  • remember that huge maps are already taking a lot of CPU / RAM resources, and the giant map is even bigger than the vanilla huge map (see screenshots in first post for relative size).

    so maybe there's also a hardware limit, and I feared much more reports on crash at load when I first released the giant map...

    I didn't have crash at start on my PC, but after ~100 turns on the giant map I always start to have some crashes when the camera is switching from one unit to the other... remember to save frequently or/and set autosave to each turn.
    - Gedemon, 3 years ago
  • uhmmm.;... ok... I still think it is not a pc problem, cause I have BTS and play the last version of GEM, and its goes fine.

    I will play the huge map you made. Is it bigger than the vanilla world map??

    Thank a lot for the answers. I need CIV V needs a expansion quickly, cause neither the hotseat they put in the game... =[

    Sorry about english.
    - Mordredis, 3 years ago
  • for me the giant map still works well at 270 will continue and see how long that will last
    - ReQuest, 3 years ago
  • I'll test the new position for Paris. ;)
    And if you can, I'll appreciate the marked map, yes, it was one of the most difficult part of the convertion for the giant map : find accurate maps of world rivers...
    I don't know if something can be done to restrict city on desert (and what about Thebes then ? for the game flood plains is desert terrain), but I may plan something to force settling and separation between cities in some areas, first I must have a look (and understand) smellymummy's code for his AI's ICS mod...

    Yes, better playtest the new Paris location first. I can do the testing for you if you have no time.
    If no founding restriction can be implemented maybee take away the resources from the desert? The AI seem pretty keen on settling near resources even if the town will have a hard time developing so this might work. I feel it would be more realistic if expansion of Egypt and Songhai should take place along coasts and rivers, fertile lands etc. Maybee even put in some more spawning places of barbarians in these desert regions will hamper this behaviour to?
    The marked map you wanted is just freehanded on top of a cut out of the actual giant map but it contains most of the historical oasises (red) of Egypt and a new strech of the Nile (light blue) where both the west and east branches of the delta and that big Nubian curve of it is displayed better. 273776

    Good luck and let me know if you need any help. Have a great weekend.
    - PseRamesses, 3 years ago
  • thanx, now that I've released the new version of R.E.D. I'll try a game starting in industrial with the max of CS and Paris at new location...

    I've added the Nil curve and 3 of the oasis, moved the Loire south...

    Here's the test version for those who wants to try it :
    - Gedemon, 3 years ago
  • ho, and the game engine didn't allow the placement of delta, that's why there are none on the map... :/
    - Gedemon, 3 years ago
  • Cool! Going to check that new version and continue working on my CSs.
    And going to fetch that new RED version as well ;)
    - Madeira, 3 years ago
  • Found a way to help me find exact starting locations I wanted, by activating cheat mode, and possibly in combination with a mod I have installed, I get grid coordinates on mouseover.

    So I completed my city states sub-mod, the files are attached if anyone wants to try them, unzip inside the XML folder of this mod's folder. Then select CS with TSL only in the mod options.

    Hope it works, if not me and Gedemon will figure it out ;)

    PS. This is for Giant map only, im not going to bother doing start locations for the smaller ones.
    - Madeira, 3 years ago
  • thanx, now that I've released the new version of R.E.D. I'll try a game starting in industrial with the max of CS and Paris at new location...
    I've added the Nil curve and 3 of the oasis, moved the Loire south...
    Here's the test version for those who wants to try it :

    Playtested all changes (v5) today. Very good, thx. Found out that Karakorum (Mongols) starting city probably should be 1 if not 2 tiles due west and if u look at a map there is an important river to there that flows towards the Bajkal lake. I can draw it all on a map and post it here if you want?! Another thing is mountains, especially the snow capped ones. I dont know where you drew the line, 4000 mtrs? but it seems a bit strange that the Himalayas, and many other places, are not littered with snow capped mountains. From a production point of view not much production is going on above 2000 mtrs irl. In earlier CiV games I mapped snow above 4000 and used the subsidary (brown) mountain between 2-4000 mtrs and the hill up to 2000. Ofcourse some parts must be lower to allow passage throgh passes etc since all mount.tiles wont allow that. Let me know what you think and if you need help with this.
    - PseRamesses, 3 years ago
  • Small update:

    Anshan was too close to Persepolis, moved south. Seoul is back to its original location in the coast.
    - Madeira, 3 years ago
  • Hey,

    Great mod.

    I tried to play with the Vikings mod and the Mongolian Mod, but the game crash. When I removed them the game worked fine. Maybe considering at least the Vikings as part of the mod.

    Thanks
    - civlhb, 3 years ago
  • Playtested all changes (v5) today. Very good, thx. Found out that Karakorum (Mongols) starting city probably should be 1 if not 2 tiles due west and if u look at a map there is an important river to there that flows towards the Bajkal lake. I can draw it all on a map and post it here if you want?!
    yep please ;)

    Another thing is mountains, especially the snow capped ones. I dont know where you drew the line, 4000 mtrs? but it seems a bit strange that the Himalayas, and many other places, are not littered with snow capped mountains. From a production point of view not much production is going on above 2000 mtrs irl. In earlier CiV games I mapped snow above 4000 and used the subsidary (brown) mountain between 2-4000 mtrs and the hill up to 2000. Ofcourse some parts must be lower to allow passage throgh passes etc since all mount.tiles wont allow that. Let me know what you think and if you need help with this.
    the snowcapped mountains are from the european tileset graphics, it does not fit very well in the middle of the asian tileset... I may try to set those tile to snow, but I'm not
    sure that the terrain type change the mountain graphics.

    Found a way to help me find exact starting locations I wanted, by activating cheat mode, and possibly in combination with a mod I have installed, I get grid coordinates on mouseover.

    So I completed my city states sub-mod, the files are attached if anyone wants to try them, unzip inside the XML folder of this mod's folder. Then select CS with TSL only in the mod options.

    Hope it works, if not me and Gedemon will figure it out ;)

    PS. This is for Giant map only, im not going to bother doing start locations for the smaller ones.I'll test it and try to code something new to set it... but first I want to finish this test game...

    starting with France in industrial, a lot of CS in Europe, using Thal's Balance and the CS Diplomacy mod is giving me a pretty interesting game so far :

    From the beginning I've isolated Rome making alliance with Venice and Genoa, isolated Germany with a pacte of cooperation and pacte of secrecy with Catherine (and alliance with Vienna and Geneva) and isolated Greece using Suleiman...

    Germany has made alliance with Bruxell and Budapest, I had Copenhagen but Iroquois (!) stole it from me during a war when I could'nt send diplo units and then Germany stole it to Iroquois, damn !

    Russia is allied with Helsinki, Bucharest and Warsaw... and right now it's the second general war in Europe and it's really a mess :D

    Hey,

    Great mod.

    I tried to play with the Vikings mod and the Mongolian Mod, but the game crash. When I removed them the game worked fine. Maybe considering at least the Vikings as part of the mod.

    Thanksgive me the link to the viking mod you use, I'll try it.
    - Gedemon, 3 years ago
  • There is no link, here, for the Vikings. Not that I've seen anyways. I downloaded it from the hub. The Mongolian one also. I also have The Spanish Empire mod and Carthage mod if you would like to add more to Europe.

    Thanks
    - civlhb, 3 years ago
  • just tried a game with the vikings, and the first turns are okay. when does the game crash for you ?
    - Gedemon, 3 years ago
  • SP moved 2 tiles west. River (blue) incorporated plus alternate stretch (light blue) to give u graphical freedom ;) and some questionmarks around some mountains (to high) in the region. Even though Karakorum is on a high altitude this is a plateau area with wide steppes so lowering mountains to hills mixed with some plains tiles would be more accurate. What do u think?
    274104
    - PseRamesses, 3 years ago
  • Gave this a try recently and have to say it's a much better world map!

    Some extra room for improvement though, in particular a helping hand for the "little guys", namely England and Japan. Due to the small starting area they tend to be hit very hard by the random resource allocation, I had to start several new games to get any decent resources for starting an English civilisation, and I expect Japan will have a similar problem, so it might be nice if they can get a more uniform/guaranteed allocation so that they can still thrive with fewer, larger cities. The way it is now I'm having to just tough it out but I'm falling really far behind other civilisations and that's only on Prince difficulty.

    Also, for the UK in particular I'm confused by the presence of plains, I would think really the whole of the UK should be grassland based with hills and forest and the odd mountain range. Scotland in particular is a bit oddly distributed as I can assure you it's pretty damned wet here! Scotland could also do with the addition of the river Forth for placing a city near where Edinburgh should be.

    Wales could probably do with a bit of an increase in size as well as it's currently only two or three hexes.


    Yes, all niggles related to me wanting to start in the UK, but that's how I like to play Civilisation after all! Was pretty disappointed by the poor earth maps included in the game, and very impressed by this one (or set of maps rather), but if possible it'd be nice to see some of the above tweaks for the UK and Japan if they need it as well since while starting on a small area makes for a trivially defensible position it also greatly limits resources early in the game. I've tried to make the changes myself but I can't get world builder to work properly at all :(

    I'm curious as well, is it possible to force the game to stop progressing past a certain Era; i.e - restrict what level of the tech tree you can reach, at which point you would only be able to complete that level but proceed no further down (or up if you prefer) the tree? Just curious, as it could be fun to be able to play games that stay at the medieval era for example, by starting on it but progressing no further; makes a science victory impossible of course, but gets more use out of most civ's special units.


    Anyway, keep up the great work!
    - Haravikk, 3 years ago
  • SP moved 2 tiles west. River (blue) incorporated plus alternate stretch (light blue) to give u graphical freedom ;) and some questionmarks around some mountains (to high) in the region. Even though Karakorum is on a high altitude this is a plateau area with wide steppes so lowering mountains to hills mixed with some plains tiles would be more accurate. What do u think?
    274104done ;)

    Gave this a try recently and have to say it's a much better world map!

    Some extra room for improvement though, in particular a helping hand for the "little guys", namely England and Japan. Due to the small starting area they tend to be hit very hard by the random resource allocation, I had to start several new games to get any decent resources for starting an English civilisation, and I expect Japan will have a similar problem, so it might be nice if they can get a more uniform/guaranteed allocation so that they can still thrive with fewer, larger cities. The way it is now I'm having to just tough it out but I'm falling really far behind other civilisations and that's only on Prince difficulty.
    Well, I've coded the mechanism to balance this, but I haven't really set the balance value yet... :D
    if you use the "Add specific resources at starting positions" option, england will start with horses, iron and coal (this one being also given by the "Add major deposits of strategic resources" option) if not in the first city radius, at least at 5 or 6 tiles max (and on the UK island, but it could end in Edinburgh territory...)

    Using this option Japan start with iron and whales.

    But this did not give them any advantage as other civs start with similar resources...

    This is set in the CivilizationsRequestedResource.xml file that can be found in the "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\XML\" folder.

    The file can be editd with any text editor to your liking.

    For example, the entry of England is :


    <Row>
    <Type>CIVILIZATION_ENGLAND</Type>
    <Req1>RESOURCE_IRON</Req1>
    <Yield1>2</Yield1>
    <Req2>RESOURCE_HORSE</Req2>
    <Yield2>2</Yield2>
    <Req3>RESOURCE_COAL</Req3>
    <Yield3>6</Yield3>
    <Req4>RESOURCE_KRYPTONITE</Req4>
    <Yield4>6</Yield4>
    </Row>

    let's help england a bit and replace Kryptonite (just used to test if something could break when setting non vanilla resource, a non-existing resource -or one with typo error- will just not be placed) by silver and add some food :


    <Row>
    <Type>CIVILIZATION_ENGLAND</Type>
    <Req1>RESOURCE_IRON</Req1>
    <Yield1>2</Yield1>
    <Req2>RESOURCE_HORSE</Req2>
    <Yield2>2</Yield2>
    <Req3>RESOURCE_COAL</Req3>
    <Yield3>6</Yield3>
    <Req4>RESOURCE_SILVER</Req4>
    <Req5>RESOURCE_FISH</Req5>
    </Row>

    note that non-strategic resource don't need the <Yield> tag...

    save and test ;)

    6 is the max number of resource that you can add this way to a civ starting position (yet, don't know if more is needed...)

    I will change those value anyway, but feel free to test somes, and as a general note, I'll like to know the results of games on the giant map, who's leading, who's needing boost, etc...

    Also, for the UK in particular I'm confused by the presence of plains, I would think really the whole of the UK should be grassland based with hills and forest and the odd mountain range. Scotland in particular is a bit oddly distributed as I can assure you it's pretty damned wet here! Scotland could also do with the addition of the river Forth for placing a city near where Edinburgh should be.

    Wales could probably do with a bit of an increase in size as well as it's currently only two or three hexes.


    Yes, all niggles related to me wanting to start in the UK, but that's how I like to play Civilisation after all! Was pretty disappointed by the poor earth maps included in the game, and very impressed by this one (or set of maps rather), but if possible it'd be nice to see some of the above tweaks for the UK and Japan if they need it as well since while starting on a small area makes for a trivially defensible position it also greatly limits resources early in the game. I've tried to make the changes myself but I can't get world builder to work properly at all :(
    I wasn't satisfied with the shape of england, but it's really difficult to keep it in scale and interesting to play. I will post a version of the giant map with an oversized uk later for testing. Still some plains, cause I don't like monotonous terrain :)

    I'm curious as well, is it possible to force the game to stop progressing past a certain Era; i.e - restrict what level of the tech tree you can reach, at which point you would only be able to complete that level but proceed no further down (or up if you prefer) the tree? Just curious, as it could be fun to be able to play games that stay at the medieval era for example, by starting on it but progressing no further; makes a science victory impossible of course, but gets more use out of most civ's special units.


    Anyway, keep up the great work!

    yep, there's already a mod or two to do that I think... They should be compatible with this mod.
    - Gedemon, 3 years ago
  • for those who had a map without resources, I've noticed (and eradiqued I hope) a bug with the mod not placing random resources if there was a civilization with no TSL (ie: a custom civ added by another mod)
    - Gedemon, 3 years ago
  • test version with change to Mongolia SP and redrawn UK :
    - Gedemon, 3 years ago
  • test version with change to Mongolia SP and redrawn UK :
    Sounds good! I don't suppose I could trouble you for a screenshot of the redrawn UK? See I actually mostly play on the Mac version of Civ 5 which your mod won't work with (yet), so I have to run under WINE but it's a bit unstable and currently doesn't work, not much luck for me :)

    I was thinking that marsh-land may make more sense than plains for the UK, combined with the addition of a river for the Forth would break up Scotland quite nicely, but of course I dunno if that's what you've done already.

    Anyway, keep up the great work, this is by far my favourite TSL mod, and the giant earth map is brilliant for playing on, I just wish I could get Windows Civ 5 to run more reliably!


    Thanks also for the mini-guide to tweaking starting resources, if I do have any luck I'll give it a go. I've recently been playing the Legendary Earth Mod, which is the only TSL mod I've been able to get working on the Mac version of Civ 5, while its UK is quite pokey and funny shaped, the resource allocation is extremely good early on. I think what YnAEMP was always missing for me were fish tiles (any that did appear were usually over by Ireland so hard to get at early on), and luxury items, as the only luxury tiles I ever got seemed to be Marble which is very difficult to take advantage of before your civilisation starts to become unhappy. LEM however had a few fur tiles and fish in all starts I've tried, I'll try to edit it into my own resource .xml file if I get the chance, but just wanted to say; the resource allocation in the UK for later in the game is perfectly good, but earlier on it can be brutal for a starting Civ.

    Sorry if you've already addressed this, I'm gonna go kick my WINE install of Civ 5 to see if I can bring it back to life :)
    - Haravikk, 3 years ago
  • ok, then maybe here's a little something to help you get the motivation to make WINE works again... :D

    http://gedemon.free.fr/civ5/england_test1.jpg
    - Gedemon, 3 years ago
  • ok, then maybe here's a little something to help you get the motivation to make WINE works again... :D
    Lol, that'll certainly do it! Think I managed to fix my WINE problem (just have to look out for happening again) so I'm hopping right in shortly!

    I just wish the Mac version supported mods properly, with a bit of minor trickery I got it to show the mods menu and install your mod, game sets up fine, but none of the scripts trigger properly, just end up with a crush of 12 civilisations within 6 hexes of each other, not pretty!

    But the remastered UK certainly is, so WINE'll just have to do for now, thanks for all the great work on this! :D
    - Haravikk, 3 years ago
  • Is it just me? This new version keeps crashing my game when its starting a new one.
    - Madeira, 3 years ago
  • OIL resources you can add into the game if you haven't already...

    Montana, North Dakota, Jamaica and Alaska.

    For me, the game would crash right at the beginning while it was loading. I'll get back at you with the Vikings crashing when I run a few more test.

    Thanks
    - civlhb, 3 years ago
  • That cordiform map looks amazing. Plus, I can't resist the Chris Isaak reference. :goodjob:

    SilverKnight
    - SilverKnight, 3 years ago
  • I've dl'd your mod and followed your directions with the exception of merging files since I have no other mods. I start the game through custom game and make and select my civ and several others and adjust some of your options. When I actually start the game I'm having issues with starting points similar to some earlier posters. Aztecs start in the middle of the ocean, and America starts in the water in northern canada. Rome, Greece and the Ottomans all in N. America. Any idea what I'm doing wrong.

    I'm not experienced with modding, just attempting to use this one because it sounds excellent. So if any suggestions could be simple or step by step I'd greatly appreciate it.
    - Korvac, 3 years ago
  • I love this mod, but I've been having some trouble.

    The game crashes anytime I try to start a game on a giant or huge map. I just tried standard, and that was fine. When I try giant, it crashes a few moments after it starts loading. When I try huge, it crashes later on, but before it reaches the point where you click start.
    - NewOne, 3 years ago
  • I was preparing for Civ-filled extended weekend, fired up this mod, put city states to 0, standard resources, 19 civs etc. other game options you know the deal and fired the game. To my disappointment the city states are still there.

    So what do I need to edit to remove city states? I can't even find the data about the amount of them. One would have thought deleting everything at "Selection of recommanded City States to use with Ynaem" in YanemDefines.lua file and starting a game with preselected city states option would have removed them, but what do you know - there they are.

    I can come up with some stupid workarounds like making the city states spawn next to me and kill them traditionally one-by-one. But yeah would help if I had to kill only one if modding out the whole civ state creation/placement process is more time consuming explanation to do.


    edit.

    I love this mod, but I've been having some trouble.

    The game crashes anytime I try to start a game on a giant or huge map. I just tried standard, and that was fine. When I try giant, it crashes a few moments after it starts loading. When I try huge, it crashes later on, but before it reaches the point where you click start.

    That one guy earlier in this thread adviced to continue with your autosaves after the crash.

    Not really related but I've had few times where after clicking the start button, it does nothing. Restarting the game helped on that issue.
    - spammikone, 3 years ago
  • Autosave didn't work, which doesn't surprise me that much. I mean, if it crashes before I can start, then how would it autosave?

    Anyway, I looked, and there was no autosave.

    Does anyone have any idea what to do?

    Edit: Alright, it seems that I was able to run a huge map by right clicking on the process, and changing the priority from normal to real time. I don't know if that could cause problems, and I don't know if there are any other solutions, but that works for right now.
    - NewOne, 3 years ago
  • Hi,

    I played on giant map (v4) and my game crashes always after round 409.
    I added my savegame. If someone would like to test it, I use this additional mods:

    Unofficial Patch III (v 29)
    InfoAddict (v 7)
    City-State Diplomacy Mod 2.0 (v 5)
    Balance - Terrain Improvements (v 14)
    Balance - Research (v 5)
    Balance - Policies (v 8)
    Balance - Leaders (v 7)
    Balance - Diplomacy (v 4)
    Balance - Combat (v 16)
    Balance - City Development (v 9)
    - Nachtfalke, 3 years ago
  • Have to try that one too :)

    yes the auto-saves dont work in this case because the game was crashing before the map even finished loading.
    - Madeira, 3 years ago
  • That temporary solution I found (giving the civ5 process higher priority) doesn't work with giant map. It still shuts down when I try to start. It got a little farther, but not much.

    I don't understand it. For those that are playing on giant earth map, how are you doing it?

    This is getting on my nerves.
    - NewOne, 3 years ago
  • Is it just me? This new version keeps crashing my game when its starting a new one.all maps or just the giant ?
    and with your CS or the default ones ?

    OIL resources you can add into the game if you haven't already...

    Montana, North Dakota, Jamaica and Alaska.

    For me, the game would crash right at the beginning while it was loading. I'll get back at you with the Vikings crashing when I run a few more test.

    ThanksI think that all this region are set to have oil (maybe not exactly in North Dakota or Montana, but near at least. Alaska have oil, but Jamaïca ?

    there are in mexico gulf, and could be in venezuela or just north in the carribean sea.

    I was preparing for Civ-filled extended weekend, fired up this mod, put city states to 0, standard resources, 19 civs etc. other game options you know the deal and fired the game. To my disappointment the city states are still there.

    So what do I need to edit to remove city states? I can't even find the data about the amount of them. One would have thought deleting everything at "Selection of recommanded City States to use with Ynaem" in YanemDefines.lua file and starting a game with preselected city states option would have removed them, but what do you know - there they are.

    I can come up with some stupid workarounds like making the city states spawn next to me and kill them traditionally one-by-one. But yeah would help if I had to kill only one if modding out the whole civ state creation/placement process is more time consuming explanation to do.
    that may be a conflict with another mod using ingame.xml

    I'll try to remove that compatibility issue in one of the next version, can you try with this mod only to confirm the issue ?

    setting the CS to 0 should work, but the removing is done by the part of the mod called by ingame.xml, so if another mod overwrite it, you'll get CS, a lot, whatever your selection is.

    if it's the case, I thing the readme of Thal's modding utility (http://forums.civfanatics.com/showthread.php?t=398227) explain the merging of ingame.xml of different mods.

    Autosave didn't work, which doesn't surprise me that much. I mean, if it crashes before I can start, then how would it autosave?

    Anyway, I looked, and there was no autosave.

    Does anyone have any idea what to do?

    Edit: Alright, it seems that I was able to run a huge map by right clicking on the process, and changing the priority from normal to real time. I don't know if that could cause problems, and I don't know if there are any other solutions, but that works for right now.can you use the huge map from vanilla game without crash ?

    Hi,

    I played on giant map (v4) and my game crashes always after round 409.
    I added my savegame. If someone would like to test it, I use this additional mods:

    Unofficial Patch III (v 29)
    InfoAddict (v 7)
    City-State Diplomacy Mod 2.0 (v 5)
    Balance - Terrain Improvements (v 14)
    Balance - Research (v 5)
    Balance - Policies (v 8)
    Balance - Leaders (v 7)
    Balance - Diplomacy (v 4)
    Balance - Combat (v 16)
    Balance - City Development (v 9)
    sorry, can't test with this combinaison of mod right now... it crash always at the same time ? during AI turn ?
    - Gedemon, 3 years ago
  • there's something that may help me to track those problem : enable loging in the config.ini (can be found in "..\My Documents\My Games\Sid Meier's Civilization 5")

    just open the file with notepad or any other text editor, find the line with "LoggingEnabled = 0" and replace by "LoggingEnabled = 1"

    try to launch the game, and if it crash go to the "..\My Documents\My Games\Sid Meier's Civilization 5\Logs" folder and open Lua.log with your text editor, and send me a PM with a copy/paste of the content of the file with your problem.

    TIA ;)
    - Gedemon, 3 years ago
  • I was able to load a map that was huge in size with mods and without mods. Giant map size, however, leads to a crash only a second or so after the map starts to load.
    - NewOne, 3 years ago
  • [2522.000] WorldBuilderMapLoader: -------------------------------
    [2522.000] WorldBuilderMapLoader: Ynaem highjacking - Setting Map
    [2522.000] WorldBuilderMapLoader: -------------------------------
    [2522.000] WorldBuilderMapLoader: Hey ! Look's like it's one of our map !
    [2522.031] WorldBuilderMapLoader: Map confirmed, initializing, now...
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Hello World, ready to be populated ?
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Set major civs Starting Plots
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 2
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_AZTEC
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 12
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_OTTOMAN
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 16
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_SIAM
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 20
    [2522.062] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_MONGOL
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 11
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_JAPAN
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 17
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_SONGHAI
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 8
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_GREECE
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (31,59) - distance = 6
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 9
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_INDIA
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 7
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_GERMANY
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 3
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_CHINA
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (75,70) - distance = 9
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 14
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_ROME
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (28,55) - distance = 7
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (31,59) - distance = 10
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 4
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_EGYPT
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 15
    [2522.093] WorldBuilderMapLoader: Civtype : CIVILIZATION_RUSSIA
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: +++++++++++++++++++
    [2522.109] WorldBuilderMapLoader: ---- civ list -----
    [2522.109] WorldBuilderMapLoader: - 0 - is alive -
    [2522.109] WorldBuilderMapLoader: - 1 - is alive -
    [2522.109] WorldBuilderMapLoader: - 2 - is alive -
    [2522.109] WorldBuilderMapLoader: - 3 - is alive -
    [2522.109] WorldBuilderMapLoader: - 4 - is alive -
    [2522.109] WorldBuilderMapLoader: - 5 - is alive -
    [2522.109] WorldBuilderMapLoader: - 6 - is alive -
    [2522.109] WorldBuilderMapLoader: - 7 - is alive -
    [2522.109] WorldBuilderMapLoader: - 8 - is alive -
    [2522.109] WorldBuilderMapLoader: - 9 - is alive -
    [2522.109] WorldBuilderMapLoader: - 10 - is alive -
    [2522.109] WorldBuilderMapLoader: - 11 - is alive -
    [2522.109] WorldBuilderMapLoader: - 12 -
    [2522.109] WorldBuilderMapLoader: - 13 -
    [2522.109] WorldBuilderMapLoader: - 14 -
    [2522.109] WorldBuilderMapLoader: - 15 -
    [2522.109] WorldBuilderMapLoader: - 16 -
    [2522.109] WorldBuilderMapLoader: - 17 -
    [2522.109] WorldBuilderMapLoader: - 18 -
    [2522.109] WorldBuilderMapLoader: - 19 -
    [2522.109] WorldBuilderMapLoader: - 20 -
    [2522.109] WorldBuilderMapLoader: - 21 -
    [2522.109] WorldBuilderMapLoader: - 22 - Minor civ Brussels (16) - is alive -
    [2522.109] WorldBuilderMapLoader: - 23 - Minor civ Almaty (21) - is alive -
    [2522.109] WorldBuilderMapLoader: - 24 - Minor civ Ulundi (36) - is alive -
    [2522.109] WorldBuilderMapLoader: - 25 - Minor civ Carthage (29) - is alive -
    [2522.109] WorldBuilderMapLoader: - 26 - Minor civ Cape Town (25) - is alive -
    [2522.109] WorldBuilderMapLoader: - 27 - Minor civ Sutaio (30) - is alive -
    [2522.109] WorldBuilderMapLoader: - 28 - Minor civ Geneva (3) - is alive -
    [2522.109] WorldBuilderMapLoader: - 29 - Minor civ Stockholm (10) - is alive -
    [2522.109] WorldBuilderMapLoader: - 30 - Minor civ Jakarta (34) - is alive -
    [2522.109] WorldBuilderMapLoader: - 31 - Minor civ Helsinki (11) - is alive -
    [2522.109] WorldBuilderMapLoader: - 32 - Minor civ Tikal (32) - is alive -
    [2522.109] WorldBuilderMapLoader: - 33 - Minor civ Bucharest (12) - is alive -
    [2522.109] WorldBuilderMapLoader: - 34 - Minor civ Kuala Lumpur (22) - is alive -
    [2522.109] WorldBuilderMapLoader: - 35 - Minor civ Genoa (5) - is alive -
    [2522.109] WorldBuilderMapLoader: - 36 - Minor civ Sidon (26) - is alive -
    [2522.109] WorldBuilderMapLoader: - 37 - Minor civ Kinshasa (38) - is alive -
    [2522.109] WorldBuilderMapLoader: - 38 - Minor civ Lakota (31) - is alive -
    [2522.109] WorldBuilderMapLoader: - 39 - Minor civ Samarkand (28) - is alive -
    [2522.109] WorldBuilderMapLoader: - 40 - Minor civ Ife Ife (35) - is alive -
    [2522.109] WorldBuilderMapLoader: - 41 - Minor civ Copenhagen (8) - is alive -
    [2522.109] WorldBuilderMapLoader: - 42 - Minor civ Seoul (18) - is alive -
    [2522.109] WorldBuilderMapLoader: - 43 - Minor civ Ragusa (7) - is alive -
    [2522.109] WorldBuilderMapLoader: - 44 - Minor civ Venice (4) - is alive -
    [2522.109] WorldBuilderMapLoader: - 45 - Minor civ Budapest (13) - is alive -
    [2522.109] WorldBuilderMapLoader: - 46 - Minor civ Edinburgh (1) - is alive -
    [2522.109] WorldBuilderMapLoader: - 47 - Minor civ Vienna (15) - is alive -
    [2522.109] WorldBuilderMapLoader: - 48 - Minor civ Florence (6) - is alive -
    [2522.109] WorldBuilderMapLoader: - 49 - Minor civ Belgrade (14) - is alive -
    [2522.109] WorldBuilderMapLoader: - 50 - Minor civ Dublin (2) - is alive -
    [2522.109] WorldBuilderMapLoader: - 51 - Minor civ Hanoi (19) - is alive -
    [2522.109] WorldBuilderMapLoader: - 52 - Minor civ Oslo (9) - is alive -
    [2522.109] WorldBuilderMapLoader: - 53 - Minor civ Monaco (17) - is alive -
    [2522.109] WorldBuilderMapLoader: - 54 - Minor civ Cuzco (33) - is alive -
    [2522.109] WorldBuilderMapLoader: - 55 - Minor civ Rio de Janeiro (24) - is alive -
    [2522.109] WorldBuilderMapLoader: - 56 - Minor civ Lhasa (20) - is alive -
    [2522.109] WorldBuilderMapLoader: - 57 - Minor civ Tyre (27) - is alive -
    [2522.109] WorldBuilderMapLoader: - 58 - Minor civ Warsaw (0) - is alive -
    [2522.109] WorldBuilderMapLoader: - 59 - Minor civ Singapore (23) - is alive -
    [2522.109] WorldBuilderMapLoader: - 60 - Minor civ Mogadishu (37) - is alive -
    [2522.109] WorldBuilderMapLoader: - 61 -
    [2522.109] WorldBuilderMapLoader: - 62 -
    [2522.109] WorldBuilderMapLoader: - 63 - is alive -
    [2522.109] WorldBuilderMapLoader: +++++++++++++++++++
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Set minor civs Starting Plots
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Minor Civ : 16
    [2522.109] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BRUSSELS
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 21
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_ALMATY
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 36
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_ULUNDI
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 29
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_CARTHAGE
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 25
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CAPE_TOWN
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 30
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_CHEYENNE
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 3
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_GENEVA
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 10
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_STOCKHOLM
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 34
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_JAKARTA
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 11
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_HELSINKI
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 32
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MAYA
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 12
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BUCHAREST
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 22
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_KUALA_LUMPUR
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 5
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_GENOA
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 26
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_SIDON
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 38
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_KINSHASA
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 31
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SIOUX
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 28
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SAMARKAND
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 35
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_IFE
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 8
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_COPENHAGEN
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 18
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SEOUL
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 7
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_RAGUSA
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 4
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_VENICE
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 13
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BUDAPEST
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 1
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_EDINBURGH
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 15
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_VIENNA
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 6
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_FLORENCE
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 14
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BELGRADE
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 2
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_DUBLIN
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 19
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_HANOI
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 9
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_OSLO
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 17
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MONACO
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 33
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_INCA
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 24
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_RIO_DE_JANEIRO
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 20
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_LHASA
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 27
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_TYRE
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 0
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_WARSAW
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 23
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SINGAPORE
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 37
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MOGADISHU
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : -1
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_AKSUM is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_CIV_DUMMY is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: No TSL for : -1
    [2522.234] WorldBuilderMapLoader: -------------------------------
    [2522.234] WorldBuilderMapLoader: Search starting position for Minor Civ : -1
    [2522.234] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_AKSUM is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_CIV_DUMMY is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: No TSL for : -1
    [2522.265] WorldBuilderMapLoader: To remove : minor-1tr,minor-1tr
    [2522.265] WorldBuilderMapLoader: -------------------------------
    [2522.265] WorldBuilderMapLoader: Map Generation - Adding Resources
    [2522.265] WorldBuilderMapLoader: -------------------------------
    [2522.312] WorldBuilderMapLoader: try to place 39 RESOURCE_IRON (0 already placed)
    [2522.343] WorldBuilderMapLoader: try to place 31 RESOURCE_HORSE (0 already placed)
    [2522.390] WorldBuilderMapLoader: try to place 41 RESOURCE_OIL (0 already placed)
    [2522.421] WorldBuilderMapLoader: try to place 29 RESOURCE_URANIUM (0 already placed)
    [2522.468] WorldBuilderMapLoader: try to place 32 RESOURCE_ALUMINUM (0 already placed)
    [2522.515] WorldBuilderMapLoader: try to place 30 RESOURCE_COAL (0 already placed)
    [2522.562] WorldBuilderMapLoader: try to place 21 RESOURCE_DYE (0 already placed)
    [2522.593] WorldBuilderMapLoader: try to place 20 RESOURCE_FUR (0 already placed)
    [2522.609] WorldBuilderMapLoader: try to place 21 RESOURCE_SPICES (0 already placed)
    [2522.640] WorldBuilderMapLoader: try to place 22 RESOURCE_COTTON (0 already placed)
    [2522.687] WorldBuilderMapLoader: try to place 21 RESOURCE_SUGAR (0 already placed)
    [2522.718] WorldBuilderMapLoader: try to place 18 RESOURCE_SILK (0 already placed)
    [2522.750] WorldBuilderMapLoader: try to place 22 RESOURCE_IVORY (0 already placed)
    [2522.781] WorldBuilderMapLoader: try to place 18 RESOURCE_MARBLE (0 already placed)
    [2522.812] WorldBuilderMapLoader: try to place 17 RESOURCE_INCENSE (0 already placed)
    [2522.843] WorldBuilderMapLoader: try to place 14 RESOURCE_WINE (0 already placed)
    [2522.875] WorldBuilderMapLoader: try to place 43 RESOURCE_COW (0 already placed)
    [2522.937] WorldBuilderMapLoader: try to place 38 RESOURCE_SHEEP (0 already placed)
    [2522.984] WorldBuilderMapLoader: try to place 22 RESOURCE_SILVER (0 already placed)
    [2523.031] WorldBuilderMapLoader: try to place 107 RESOURCE_WHEAT (0 already placed)
    [2523.109] WorldBuilderMapLoader: try to place 188 RESOURCE_DEER (0 already placed)
    [2523.187] WorldBuilderMapLoader: try to place 31 RESOURCE_BANANA (0 already placed)
    [2523.250] WorldBuilderMapLoader: try to place 113 RESOURCE_FISH (0 already placed)
    [2523.296] WorldBuilderMapLoader: try to place 23 RESOURCE_GOLD (0 already placed)
    [2523.343] WorldBuilderMapLoader: try to place 17 RESOURCE_GEMS (0 already placed)
    [2523.375] WorldBuilderMapLoader: try to place 17 RESOURCE_WHALE (0 already placed)
    [2523.406] WorldBuilderMapLoader: try to place 16 RESOURCE_PEARLS (0 already placed)
    [2523.421] WorldBuilderMapLoader: -------------------------------
    [2523.421] WorldBuilderMapLoader: Ynaem pre-load setup finished
    [2523.421] WorldBuilderMapLoader: -------------------------------
    [2523.421] WorldBuilderMapLoader: -------------------------------
    [2523.421] WorldBuilderMapLoader: Map Generation - Adding Goodies
    [2523.468] WorldBuilderMapLoader: -------------------------------


    From what I see, the error is that some city states are missing, and that I don't have Babylon (sorry, I'm not going to be ripped off by buying DLC).
    - NewOne, 3 years ago
  • I was able to load a map that was huge in size with mods and without mods. Giant map size, however, leads to a crash only a second or so after the map starts to load.

    does this version (http://forums.civfanatics.com/downloads.php?do=file&id=15727) (loaded the "normal" way, ie mod -> single player -> set up game -> choose map) leads also to a crash ?
    - Gedemon, 3 years ago
  • [2522.000] WorldBuilderMapLoader: -------------------------------
    [2522.000] WorldBuilderMapLoader: Ynaem highjacking - Setting Map
    [2522.000] WorldBuilderMapLoader: -------------------------------
    [2522.000] WorldBuilderMapLoader: Hey ! Look's like it's one of our map !
    [2522.031] WorldBuilderMapLoader: Map confirmed, initializing, now...
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Hello World, ready to be populated ?
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Set major civs Starting Plots
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 2
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_AZTEC
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 12
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_OTTOMAN
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 16
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_SIAM
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 20
    [2522.062] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.062] WorldBuilderMapLoader: Civtype : CIVILIZATION_MONGOL
    [2522.062] WorldBuilderMapLoader: -------------------------------
    [2522.062] WorldBuilderMapLoader: Search starting position for Civ : 11
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_JAPAN
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 17
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_SONGHAI
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 8
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_GREECE
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (31,59) - distance = 6
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 9
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_INDIA
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 7
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_GERMANY
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 3
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_CHINA
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (75,70) - distance = 9
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 14
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_ROME
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (28,55) - distance = 7
    [2522.078] WorldBuilderMapLoader: Starting plot already set at (31,59) - distance = 10
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 4
    [2522.078] WorldBuilderMapLoader: Civtype : CIVILIZATION_EGYPT
    [2522.078] WorldBuilderMapLoader: -------------------------------
    [2522.078] WorldBuilderMapLoader: Search starting position for Civ : 15
    [2522.093] WorldBuilderMapLoader: Civtype : CIVILIZATION_RUSSIA
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.093] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.093] WorldBuilderMapLoader: No TSL for : -1
    [2522.093] WorldBuilderMapLoader: -------------------------------
    [2522.093] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Civ : -1
    [2522.109] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [2522.109] WorldBuilderMapLoader: No TSL for : -1
    [2522.109] WorldBuilderMapLoader: +++++++++++++++++++
    [2522.109] WorldBuilderMapLoader: ---- civ list -----
    [2522.109] WorldBuilderMapLoader: - 0 - is alive -
    [2522.109] WorldBuilderMapLoader: - 1 - is alive -
    [2522.109] WorldBuilderMapLoader: - 2 - is alive -
    [2522.109] WorldBuilderMapLoader: - 3 - is alive -
    [2522.109] WorldBuilderMapLoader: - 4 - is alive -
    [2522.109] WorldBuilderMapLoader: - 5 - is alive -
    [2522.109] WorldBuilderMapLoader: - 6 - is alive -
    [2522.109] WorldBuilderMapLoader: - 7 - is alive -
    [2522.109] WorldBuilderMapLoader: - 8 - is alive -
    [2522.109] WorldBuilderMapLoader: - 9 - is alive -
    [2522.109] WorldBuilderMapLoader: - 10 - is alive -
    [2522.109] WorldBuilderMapLoader: - 11 - is alive -
    [2522.109] WorldBuilderMapLoader: - 12 -
    [2522.109] WorldBuilderMapLoader: - 13 -
    [2522.109] WorldBuilderMapLoader: - 14 -
    [2522.109] WorldBuilderMapLoader: - 15 -
    [2522.109] WorldBuilderMapLoader: - 16 -
    [2522.109] WorldBuilderMapLoader: - 17 -
    [2522.109] WorldBuilderMapLoader: - 18 -
    [2522.109] WorldBuilderMapLoader: - 19 -
    [2522.109] WorldBuilderMapLoader: - 20 -
    [2522.109] WorldBuilderMapLoader: - 21 -
    [2522.109] WorldBuilderMapLoader: - 22 - Minor civ Brussels (16) - is alive -
    [2522.109] WorldBuilderMapLoader: - 23 - Minor civ Almaty (21) - is alive -
    [2522.109] WorldBuilderMapLoader: - 24 - Minor civ Ulundi (36) - is alive -
    [2522.109] WorldBuilderMapLoader: - 25 - Minor civ Carthage (29) - is alive -
    [2522.109] WorldBuilderMapLoader: - 26 - Minor civ Cape Town (25) - is alive -
    [2522.109] WorldBuilderMapLoader: - 27 - Minor civ Sutaio (30) - is alive -
    [2522.109] WorldBuilderMapLoader: - 28 - Minor civ Geneva (3) - is alive -
    [2522.109] WorldBuilderMapLoader: - 29 - Minor civ Stockholm (10) - is alive -
    [2522.109] WorldBuilderMapLoader: - 30 - Minor civ Jakarta (34) - is alive -
    [2522.109] WorldBuilderMapLoader: - 31 - Minor civ Helsinki (11) - is alive -
    [2522.109] WorldBuilderMapLoader: - 32 - Minor civ Tikal (32) - is alive -
    [2522.109] WorldBuilderMapLoader: - 33 - Minor civ Bucharest (12) - is alive -
    [2522.109] WorldBuilderMapLoader: - 34 - Minor civ Kuala Lumpur (22) - is alive -
    [2522.109] WorldBuilderMapLoader: - 35 - Minor civ Genoa (5) - is alive -
    [2522.109] WorldBuilderMapLoader: - 36 - Minor civ Sidon (26) - is alive -
    [2522.109] WorldBuilderMapLoader: - 37 - Minor civ Kinshasa (38) - is alive -
    [2522.109] WorldBuilderMapLoader: - 38 - Minor civ Lakota (31) - is alive -
    [2522.109] WorldBuilderMapLoader: - 39 - Minor civ Samarkand (28) - is alive -
    [2522.109] WorldBuilderMapLoader: - 40 - Minor civ Ife Ife (35) - is alive -
    [2522.109] WorldBuilderMapLoader: - 41 - Minor civ Copenhagen (8) - is alive -
    [2522.109] WorldBuilderMapLoader: - 42 - Minor civ Seoul (18) - is alive -
    [2522.109] WorldBuilderMapLoader: - 43 - Minor civ Ragusa (7) - is alive -
    [2522.109] WorldBuilderMapLoader: - 44 - Minor civ Venice (4) - is alive -
    [2522.109] WorldBuilderMapLoader: - 45 - Minor civ Budapest (13) - is alive -
    [2522.109] WorldBuilderMapLoader: - 46 - Minor civ Edinburgh (1) - is alive -
    [2522.109] WorldBuilderMapLoader: - 47 - Minor civ Vienna (15) - is alive -
    [2522.109] WorldBuilderMapLoader: - 48 - Minor civ Florence (6) - is alive -
    [2522.109] WorldBuilderMapLoader: - 49 - Minor civ Belgrade (14) - is alive -
    [2522.109] WorldBuilderMapLoader: - 50 - Minor civ Dublin (2) - is alive -
    [2522.109] WorldBuilderMapLoader: - 51 - Minor civ Hanoi (19) - is alive -
    [2522.109] WorldBuilderMapLoader: - 52 - Minor civ Oslo (9) - is alive -
    [2522.109] WorldBuilderMapLoader: - 53 - Minor civ Monaco (17) - is alive -
    [2522.109] WorldBuilderMapLoader: - 54 - Minor civ Cuzco (33) - is alive -
    [2522.109] WorldBuilderMapLoader: - 55 - Minor civ Rio de Janeiro (24) - is alive -
    [2522.109] WorldBuilderMapLoader: - 56 - Minor civ Lhasa (20) - is alive -
    [2522.109] WorldBuilderMapLoader: - 57 - Minor civ Tyre (27) - is alive -
    [2522.109] WorldBuilderMapLoader: - 58 - Minor civ Warsaw (0) - is alive -
    [2522.109] WorldBuilderMapLoader: - 59 - Minor civ Singapore (23) - is alive -
    [2522.109] WorldBuilderMapLoader: - 60 - Minor civ Mogadishu (37) - is alive -
    [2522.109] WorldBuilderMapLoader: - 61 -
    [2522.109] WorldBuilderMapLoader: - 62 -
    [2522.109] WorldBuilderMapLoader: - 63 - is alive -
    [2522.109] WorldBuilderMapLoader: +++++++++++++++++++
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Set minor civs Starting Plots
    [2522.109] WorldBuilderMapLoader: -------------------------------
    [2522.109] WorldBuilderMapLoader: Search starting position for Minor Civ : 16
    [2522.109] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BRUSSELS
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 21
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_ALMATY
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 36
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_ULUNDI
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 29
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_CARTHAGE
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 25
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CAPE_TOWN
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 30
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.125] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_CHEYENNE
    [2522.125] WorldBuilderMapLoader: -------------------------------
    [2522.125] WorldBuilderMapLoader: Search starting position for Minor Civ : 3
    [2522.125] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_GENEVA
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 10
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_STOCKHOLM
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 34
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_JAKARTA
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 11
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_HELSINKI
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 32
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MAYA
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 12
    [2522.140] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.140] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BUCHAREST
    [2522.140] WorldBuilderMapLoader: -------------------------------
    [2522.140] WorldBuilderMapLoader: Search starting position for Minor Civ : 22
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_KUALA_LUMPUR
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 5
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_GENOA
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 26
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_SIDON
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 38
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.156] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_KINSHASA
    [2522.156] WorldBuilderMapLoader: -------------------------------
    [2522.156] WorldBuilderMapLoader: Search starting position for Minor Civ : 31
    [2522.156] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SIOUX
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 28
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SAMARKAND
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 35
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_IFE
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 8
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_COPENHAGEN
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 18
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SEOUL
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 7
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.171] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_RAGUSA
    [2522.171] WorldBuilderMapLoader: -------------------------------
    [2522.171] WorldBuilderMapLoader: Search starting position for Minor Civ : 4
    [2522.171] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_VENICE
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 13
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BUDAPEST
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 1
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_EDINBURGH
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 15
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_VIENNA
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 6
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_FLORENCE
    [2522.187] WorldBuilderMapLoader: -------------------------------
    [2522.187] WorldBuilderMapLoader: Search starting position for Minor Civ : 14
    [2522.187] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.187] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BELGRADE
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 2
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_DUBLIN
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 19
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_HANOI
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 9
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_OSLO
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 17
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MONACO
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 33
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_INCA
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 24
    [2522.203] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.203] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_RIO_DE_JANEIRO
    [2522.203] WorldBuilderMapLoader: -------------------------------
    [2522.203] WorldBuilderMapLoader: Search starting position for Minor Civ : 20
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_LHASA
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 27
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_TYRE
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 0
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_WARSAW
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 23
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SINGAPORE
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : 37
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.218] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MOGADISHU
    [2522.218] WorldBuilderMapLoader: -------------------------------
    [2522.218] WorldBuilderMapLoader: Search starting position for Minor Civ : -1
    [2522.218] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_AKSUM is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_CIV_DUMMY is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: No TSL for : -1
    [2522.234] WorldBuilderMapLoader: -------------------------------
    [2522.234] WorldBuilderMapLoader: Search starting position for Minor Civ : -1
    [2522.234] WorldBuilderMapLoader: Error : MINOR_CIV_MADRID is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_AKSUM is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: Error : MINOR_CIV_DUMMY is not in MinorCivilizations !
    [2522.234] WorldBuilderMapLoader: No TSL for : -1
    [2522.265] WorldBuilderMapLoader: To remove : minor-1tr,minor-1tr
    [2522.265] WorldBuilderMapLoader: -------------------------------
    [2522.265] WorldBuilderMapLoader: Map Generation - Adding Resources
    [2522.265] WorldBuilderMapLoader: -------------------------------
    [2522.312] WorldBuilderMapLoader: try to place 39 RESOURCE_IRON (0 already placed)
    [2522.343] WorldBuilderMapLoader: try to place 31 RESOURCE_HORSE (0 already placed)
    [2522.390] WorldBuilderMapLoader: try to place 41 RESOURCE_OIL (0 already placed)
    [2522.421] WorldBuilderMapLoader: try to place 29 RESOURCE_URANIUM (0 already placed)
    [2522.468] WorldBuilderMapLoader: try to place 32 RESOURCE_ALUMINUM (0 already placed)
    [2522.515] WorldBuilderMapLoader: try to place 30 RESOURCE_COAL (0 already placed)
    [2522.562] WorldBuilderMapLoader: try to place 21 RESOURCE_DYE (0 already placed)
    [2522.593] WorldBuilderMapLoader: try to place 20 RESOURCE_FUR (0 already placed)
    [2522.609] WorldBuilderMapLoader: try to place 21 RESOURCE_SPICES (0 already placed)
    [2522.640] WorldBuilderMapLoader: try to place 22 RESOURCE_COTTON (0 already placed)
    [2522.687] WorldBuilderMapLoader: try to place 21 RESOURCE_SUGAR (0 already placed)
    [2522.718] WorldBuilderMapLoader: try to place 18 RESOURCE_SILK (0 already placed)
    [2522.750] WorldBuilderMapLoader: try to place 22 RESOURCE_IVORY (0 already placed)
    [2522.781] WorldBuilderMapLoader: try to place 18 RESOURCE_MARBLE (0 already placed)
    [2522.812] WorldBuilderMapLoader: try to place 17 RESOURCE_INCENSE (0 already placed)
    [2522.843] WorldBuilderMapLoader: try to place 14 RESOURCE_WINE (0 already placed)
    [2522.875] WorldBuilderMapLoader: try to place 43 RESOURCE_COW (0 already placed)
    [2522.937] WorldBuilderMapLoader: try to place 38 RESOURCE_SHEEP (0 already placed)
    [2522.984] WorldBuilderMapLoader: try to place 22 RESOURCE_SILVER (0 already placed)
    [2523.031] WorldBuilderMapLoader: try to place 107 RESOURCE_WHEAT (0 already placed)
    [2523.109] WorldBuilderMapLoader: try to place 188 RESOURCE_DEER (0 already placed)
    [2523.187] WorldBuilderMapLoader: try to place 31 RESOURCE_BANANA (0 already placed)
    [2523.250] WorldBuilderMapLoader: try to place 113 RESOURCE_FISH (0 already placed)
    [2523.296] WorldBuilderMapLoader: try to place 23 RESOURCE_GOLD (0 already placed)
    [2523.343] WorldBuilderMapLoader: try to place 17 RESOURCE_GEMS (0 already placed)
    [2523.375] WorldBuilderMapLoader: try to place 17 RESOURCE_WHALE (0 already placed)
    [2523.406] WorldBuilderMapLoader: try to place 16 RESOURCE_PEARLS (0 already placed)
    [2523.421] WorldBuilderMapLoader: -------------------------------
    [2523.421] WorldBuilderMapLoader: Ynaem pre-load setup finished
    [2523.421] WorldBuilderMapLoader: -------------------------------
    [2523.421] WorldBuilderMapLoader: -------------------------------
    [2523.421] WorldBuilderMapLoader: Map Generation - Adding Goodies
    [2523.468] WorldBuilderMapLoader: -------------------------------


    From what I see, the error is that some city states are missing, and that I don't have Babylon (sorry, I'm not going to be ripped off by buying DLC).

    thank you for the report.

    no, babylon is not the problem, it's just a warning message I've set in the mod, it doesn't break anything. same for Mongolia. or future dlc :)

    your log end just before the begining of what I thing is the graphics rendering of the map, maybe a memory issue... how many do you have / which version of windows are you using please ?
    - Gedemon, 3 years ago
  • does this version (http://forums.civfanatics.com/downloads.php?do=file&id=15727) (loaded the "normal" way, ie mod -> single player -> set up game -> choose map) leads also to a crash ?

    Doing it that way leads to a crash as well.

    your log end just before the begining of what I thing is the graphics rendering of the map, maybe a memory issue... how many do you have / which version of windows are you using please ?

    I'm using XP SP3.

    3.11 GHz, 3.00 GB of RAM.
    Video card is GeForce 9800 GTX with the latest driver.
    - NewOne, 3 years ago
  • Well, that's just great. My temporary solution doesn't even work now. I just tried to use it again to start a huge size map (this is with YnAEM pack) and it still crashed. I started Civ 5, changed the priority to real time (highest), and tried to start a game as England. It crashed.

    So, standard is the only size that works at the moment.

    I just don't understand this. I have a great computer, I've been able to run a huge size map before, so why does this keep happening?

    I want to try something. Could someone start a game on a giant or huge size map using YnAEM Pack, choose to play as England, have 19 civilizations (one for each civ), have only TSL city states, select the sea option for Bosporus, and also select all the resource options (i.e. don't scale resources, etc.)? And once the map starts, could you save it and then post the save? I want to see if I will be able to load it.

    Thanks.

    Edit: I messed around with it some more, and I found something interesting. If I start a game on the huge earth map without changing any of the options (as in, I don't add any more ai players, don't change any options, leave the computer players random, etc.) the map will load and I can play. However, when I select countries for the computer player (instead of leaving it at random), it crashes. To test this, I went to the custom map screen, and clicked start without changing anything (so nothing was clicked except start). There were 12 civs in total (which is automatic with the huge map), and I was England. The map loaded fine, and I was able to play.

    After that, I exited back to the main menu, went back to the custom map screen, and this time I selected a country for each computer player (I simply went down the line starting at America but skipped England). Other than selecting a country for each computer player, nothing else was changed. I didn't add any more Computer players, didn't select any of the options, etc. This time when I clicked start, it ended up crashing.

    I have no idea what this means, but hopefully someone else can figure it out.
    - NewOne, 3 years ago
  • sorry, can't test with this combinaison of mod right now... it crash always at the same time ? during AI turn ?

    Yes, it crashes always after finishing turn 409 and alway when it is AI's turn.

    I don't know, if my logging file will help you, but I added it ;-)

    PS:
    My Hardware:
    Windows 7 Ultimate x64
    4GB RAM
    Intel Core 2 Duo E8400 3.00GHz
    nVidia GeForce 7950GT 512MB RAM
    - Nachtfalke, 3 years ago
  • Hi,

    I played on giant map (v4) and my game crashes always after round 409.
    I added my savegame. If someone would like to test it, I use this additional mods:

    Unofficial Patch III (v 29)
    InfoAddict (v 7)
    City-State Diplomacy Mod 2.0 (v 5)
    Balance - Terrain Improvements (v 14)
    Balance - Research (v 5)
    Balance - Policies (v 8)
    Balance - Leaders (v 7)
    Balance - Diplomacy (v 4)
    Balance - Combat (v 16)
    Balance - City Development (v 9)
    I can't load it at all, even with this combinaison of mod...

    and thanx for your report, but no clue here... sorry :/
    - Gedemon, 3 years ago
  • Edit: I messed around with it some more, and I found something interesting. If I start a game on the huge earth map without changing any of the options (as in, I don't add any more ai players, don't change any options, leave the computer players random, etc.) the map will load and I can play. However, when I select countries for the computer player (instead of leaving it at random), it crashes. To test this, I went to the custom map screen, and clicked start without changing anything (so nothing was clicked except start). There were 12 civs in total (which is automatic with the huge map), and I was England. The map loaded fine, and I was able to play.

    After that, I exited back to the main menu, went back to the custom map screen, and this time I selected a country for each computer player (I simply went down the line starting at America but skipped England). Other than selecting a country for each computer player, nothing else was changed. I didn't add any more Computer players, didn't select any of the options, etc. This time when I clicked start, it ended up crashing.

    I have no idea what this means, but hopefully someone else can figure it out.

    the mod didn't touch the civ selection menu (yet), so that's really strange :confused:
    - Gedemon, 3 years ago
  • hehe, this is a mess :p

    maybe it would help to think about what you did when you posted that latest version with the map changes to Great Britain, because everything worked fine in the previous version, I had a game going with my CSs, then I updated the mod and started a new game and it crashes, however I was able to load the save game of my previous game.
    - Madeira, 3 years ago
  • Nachtfalke use v4 so it's not related to the change. and NewOne can't start a game with the giant earth alone, so here the mod isn't involved at all.

    the only change in the test version with england (apart the map change) is the starting position of dublin and edinburgh...

    I'm waiting for spammikone response about ingame.xml (and I confirm that next version won't use it)

    And I'll like to see a log from people having random starting position (which seems to happens to previous version also)

    so your problem is not one of those ;)

    your log could help if you can get it :D
    - Gedemon, 3 years ago
  • I'll get that for you tomorrow ;)
    - Madeira, 3 years ago
  • Nachtfalke use v4 so it's not related to the change. and NewOne can't start a game with the giant earth alone, so here the mod isn't involved at all.

    the only change in the test version with england (apart the map change) is the starting position of dublin and edinburgh...

    I'm waiting for spammikone response about ingame.xml (and I confirm that next version won't use it)

    And I'll like to see a log from people having random starting position (which seems to happens to previous version also)

    so your problem is not one of those ;)

    your log could help if you can get it :D

    Actually, I can't start on huge either. Actually, it will start, but if I change any of the other players to anything except random it leads to a crash.

    I think I'm going to delete the mod, reinstall it, and then see what happens.

    Edit: Nope, didn't work. I was able to get in with the 12 civs this time, but trying to add 19 to have all civs caused it to crash while loading.

    Well, I've done all I can think of. The last thing I can try would be for someone to do what I said in the last post, and put up a save file of a huge (or giant) map with all civs being included (and the player being England). Then I could try to load it and see if it works.
    - NewOne, 3 years ago
  • Love the Mod!!!

    I am able to play with the current version but it does crash on occasion. I am usually able to reload a saved game but sometimes I have to load an auto save losing a few turns.

    But I have to say, this is one of my favorite Earth mods to play with...it is the only one giving you the option to customize your set up...2 thumbs up!

    MXX
    - MindXX, 3 years ago
  • that may be a conflict with another mod using ingame.xml

    I'll try to remove that compatibility issue in one of the next version, can you try with this mod only to confirm the issue ?

    setting the CS to 0 should work, but the removing is done by the part of the mod called by ingame.xml, so if another mod overwrite it, you'll get CS, a lot, whatever your selection is.

    if it's the case, I thing the readme of Thal's modding utility (http://forums.civfanatics.com/showthread.php?t=398227) explain the merging of ingame.xml of different mods.

    That was it. I had deleted the Ingame.xml but forgot to add the line in Thal's file. It works now, thanks.
    - spammikone, 3 years ago
  • I've the same problem a couple of others mentioned about not starting in the correct locations/starting on water tiles/etc. Not running any other mods, definitely starting properly through the mod custom game menu, and have tried the solutions offered here to no avail. But I now have a pretty good idea what this is happening though.

    Those incorrect start locations aren't just random, they're the same each time. I also revealed the map and saw the civs are all still layed out correctly in terms of relation to each other. Imagine them all in their correct locations, then displace them all westnorthwest (approximately) by several dozen tiles - that's what's happening to them.

    However, the start locations work when I play on the Huge map. But in doing that, I noticed the Giant map is the same as the Huge one. So what I think's happening is when I select the Giant map, it uses the Giant start locations but on the Huge map, so everything is displaced.
    - CS001, 3 years ago
  • But I now have a pretty good idea what this is happening though [...]
    yes, it may be something like that, now I must find why this is happening to some of you...
    - Gedemon, 3 years ago
  • I managed to start a huge size map, then save it. I just tried to load it back up, and it crashed. It gave me a runtime error.

    Edit: I think I figured out the problem. Apparently my computer isn't good enough, which is honestly pretty confusing.

    I was looking at Can You Run It, and under CPU Speed it has this:

    Minimum: Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz
    You Have: 3.11 GHz

    I don't get it, how is 3.11 GHz not good enough (It has that my computer fails this part)?
    - NewOne, 3 years ago
  • single core processor ?
    - Gedemon, 3 years ago
  • Dual core, although I saw that the recommended was quad core.

    Anyway, I lowered some settings and it's working right now.
    - NewOne, 3 years ago
  • great map and BTW i do not know the rules of the forum and the placement of maps but thank you for atleast putting the size of the map in your placement post.

    It's really anoying having to look and wonder how big a map is if ppl don't post the size of it!!!!!
    - lancelot1968, 3 years ago
  • Heya Gedemon.... awesome map pack.... was wondering if you could tell me how to merge this with the "CCMAT - Combined Civilization's Mods and Tweaks" Mod as I can load it up vanilla no problem but when I have this mod loaded as well it turns the starting settlers into a warrior though it is still the settler unit skin so I cant settle my first city. I tried merging the Ingame.xml myself but I couldnt get it to work.
    - Nightravn, 3 years ago
  • Hey, similar problem here, I start up a new game, everything works find except for placement. It’s like the entire placement has shifted West. Playing Greece I ended up in Southish east USA, with other civs in appropriate areas (Rome to my east, England to my North West). Played with England and ended up in the same spot I found them in my Greece game (Rockies). Also, a ton of Civs and CSs died at the end of the first turn (lending itself to the spawning on water problem mentioned earlier) Although I did encounter an American Warrior unit so I'm not so sure how well the "shunted" placement theory works...
    Tried set ups with tweaked options (Moderate Placement and No scaling resources with number of players), and setting up with no changes (all random leaders etc). No other mods installed. (although I previously had some map mods installed. Removed them in an attempt to get this one working) Any help would be much appreciated, if you need any more information just let me know! =)
    - Pacmouf, 3 years ago
  • Hey, similar problem here, I start up a new game, everything works find except for placement. It’s like the entire placement has shifted West. Playing Greece I ended up in Southish east USA, with other civs in appropriate areas (Rome to my east, England to my North West). Played with England and ended up in the same spot I found them in my Greece game (Rockies). Also, a ton of Civs and CSs died at the end of the first turn (lending itself to the spawning on water problem mentioned earlier) Although I did encounter an American Warrior unit so I'm not so sure how well the "shunted" placement theory works...
    Tried set ups with tweaked options (Moderate Placement and No scaling resources with number of players), and setting up with no changes (all random leaders etc). No other mods installed. (although I previously had some map mods installed. Removed them in an attempt to get this one working) Any help would be much appreciated, if you need any more information just let me know! =)

    Just want to report I have the exact same problem, doesn't get solved no matter what I do
    - thawk, 3 years ago
  • Heya Gedemon.... awesome map pack.... was wondering if you could tell me how to merge this with the "CCMAT - Combined Civilization's Mods and Tweaks" Mod as I can load it up vanilla no problem but when I have this mod loaded as well it turns the starting settlers into a warrior though it is still the settler unit skin so I cant settle my first city. I tried merging the Ingame.xml myself but I couldnt get it to work.
    next version won't need InGame.xml ;)

    Hey, similar problem here, I start up a new game, everything works find except for placement. It’s like the entire placement has shifted West. Playing Greece I ended up in Southish east USA, with other civs in appropriate areas (Rome to my east, England to my North West). Played with England and ended up in the same spot I found them in my Greece game (Rockies). Also, a ton of Civs and CSs died at the end of the first turn (lending itself to the spawning on water problem mentioned earlier) Although I did encounter an American Warrior unit so I'm not so sure how well the "shunted" placement theory works...
    Tried set ups with tweaked options (Moderate Placement and No scaling resources with number of players), and setting up with no changes (all random leaders etc). No other mods installed. (although I previously had some map mods installed. Removed them in an attempt to get this one working) Any help would be much appreciated, if you need any more information just let me know! =)

    can you (or other with this problem) try to log the start of the game (see here (http://forums.civfanatics.com/showpost.php?p=9966993&postcount=102))

    I can't reproduce this bug :/
    - Gedemon, 3 years ago
  • [42257.973] InstalledPanel: Refreshing Mods
    [42258.020] InstalledPanel: Refreshing Mods
    [42258.113] InstalledPanel: Refreshing Mods
    [42263.215] InstalledPanel: false
    [42263.602] InstalledPanel: false
    [42266.066] InstalledPanel: Refreshing Mods
    [42272.168] InstalledPanel: true
    [42272.543] InstalledPanel: true
    [42274.773] InstalledPanel: Refreshing Mods
    [42300.543] CustomMod: 36e88483-48fe-4545-b85f-bafc50dde315
    [42300.543] CustomMod: 5
    [42300.543] CustomMod: GameSetup/YnaemSetup.xml
    [42300.684] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: -------------------------------
    [42300.684] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: Entering Ynaemp setup...
    [42312.695] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: Launching game...
    [42312.695] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: Selected option :
    [42312.695] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: MINOR_PLACEMENT :1
    [42312.695] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: MINOR_DISTANCE :2
    [42312.695] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: RESOURCE_QUANTITY :3
    [42312.695] \Users\t135\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet not Another Earth Maps Pack (v 5)\GameSetup\YnaemSetup: -------------------------------
    [42316.457] WorldBuilderMapLoader: -------------------------------
    [42316.457] WorldBuilderMapLoader: Ynaem highjacking - Setting Map
    [42316.457] WorldBuilderMapLoader: -------------------------------
    [42316.457] WorldBuilderMapLoader: Hey ! Look's like it's one of our map !
    [42316.457] WorldBuilderMapLoader: Map confirmed, initializing, now...
    [42316.457] WorldBuilderMapLoader: -------------------------------
    [42316.457] WorldBuilderMapLoader: Hello World, ready to be populated ?
    [42316.457] WorldBuilderMapLoader: -------------------------------
    [42316.457] WorldBuilderMapLoader: Set major civs Starting Plots
    [42316.457] WorldBuilderMapLoader: -------------------------------
    [42316.457] WorldBuilderMapLoader: Search starting position for Civ : 14
    [42316.473] WorldBuilderMapLoader: Civtype : CIVILIZATION_ROME
    [42316.473] WorldBuilderMapLoader: -------------------------------
    [42316.473] WorldBuilderMapLoader: Search starting position for Civ : 2
    [42316.473] WorldBuilderMapLoader: Civtype : CIVILIZATION_AZTEC
    [42316.473] WorldBuilderMapLoader: -------------------------------
    [42316.473] WorldBuilderMapLoader: Search starting position for Civ : 12
    [42316.473] WorldBuilderMapLoader: Civtype : CIVILIZATION_OTTOMAN
    [42316.473] WorldBuilderMapLoader: Starting plot already set at (21,58) - distance = 10
    [42316.473] WorldBuilderMapLoader: -------------------------------
    [42316.473] WorldBuilderMapLoader: Search starting position for Civ : 3
    [42316.488] WorldBuilderMapLoader: Civtype : CIVILIZATION_CHINA
    [42316.488] WorldBuilderMapLoader: -------------------------------
    [42316.488] WorldBuilderMapLoader: Search starting position for Civ : 5
    [42316.488] WorldBuilderMapLoader: Civtype : CIVILIZATION_ENGLAND
    [42316.488] WorldBuilderMapLoader: -------------------------------
    [42316.488] WorldBuilderMapLoader: Search starting position for Civ : 9
    [42316.488] WorldBuilderMapLoader: Civtype : CIVILIZATION_INDIA
    [42316.488] WorldBuilderMapLoader: -------------------------------
    [42316.488] WorldBuilderMapLoader: Search starting position for Civ : 15
    [42316.488] WorldBuilderMapLoader: Civtype : CIVILIZATION_RUSSIA
    [42316.488] WorldBuilderMapLoader: -------------------------------
    [42316.504] WorldBuilderMapLoader: Search starting position for Civ : 8
    [42316.504] WorldBuilderMapLoader: Civtype : CIVILIZATION_GREECE
    [42316.504] WorldBuilderMapLoader: Starting plot already set at (31,59) - distance = 6
    [42316.504] WorldBuilderMapLoader: Starting plot already set at (21,58) - distance = 7
    [42316.504] WorldBuilderMapLoader: -------------------------------
    [42316.504] WorldBuilderMapLoader: Search starting position for Civ : 11
    [42316.504] WorldBuilderMapLoader: Civtype : CIVILIZATION_JAPAN
    [42316.504] WorldBuilderMapLoader: -------------------------------
    [42316.504] WorldBuilderMapLoader: Search starting position for Civ : 13
    [42316.504] WorldBuilderMapLoader: Civtype : CIVILIZATION_PERSIA
    [42316.520] WorldBuilderMapLoader: -------------------------------
    [42316.520] WorldBuilderMapLoader: Search starting position for Civ : 17
    [42316.520] WorldBuilderMapLoader: Civtype : CIVILIZATION_SONGHAI
    [42316.520] WorldBuilderMapLoader: Starting plot already set at (10,49) - distance = 9
    [42316.520] WorldBuilderMapLoader: -------------------------------
    [42316.520] WorldBuilderMapLoader: Search starting position for Civ : 4
    [42316.520] WorldBuilderMapLoader: Civtype : CIVILIZATION_EGYPT
    [42316.520] WorldBuilderMapLoader: -------------------------------
    [42316.520] WorldBuilderMapLoader: Search starting position for Civ : 20
    [42316.520] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.520] WorldBuilderMapLoader: Civtype : CIVILIZATION_MONGOL
    [42316.535] WorldBuilderMapLoader: -------------------------------
    [42316.535] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.535] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.535] WorldBuilderMapLoader: No TSL for : -1
    [42316.535] WorldBuilderMapLoader: -------------------------------
    [42316.535] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.535] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.535] WorldBuilderMapLoader: No TSL for : -1
    [42316.535] WorldBuilderMapLoader: -------------------------------
    [42316.535] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.551] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.551] WorldBuilderMapLoader: No TSL for : -1
    [42316.551] WorldBuilderMapLoader: -------------------------------
    [42316.551] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.551] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.551] WorldBuilderMapLoader: No TSL for : -1
    [42316.551] WorldBuilderMapLoader: -------------------------------
    [42316.551] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.551] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.551] WorldBuilderMapLoader: No TSL for : -1
    [42316.551] WorldBuilderMapLoader: -------------------------------
    [42316.551] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.566] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.566] WorldBuilderMapLoader: No TSL for : -1
    [42316.566] WorldBuilderMapLoader: -------------------------------
    [42316.566] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.566] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.566] WorldBuilderMapLoader: No TSL for : -1
    [42316.566] WorldBuilderMapLoader: -------------------------------
    [42316.566] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.566] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.582] WorldBuilderMapLoader: No TSL for : -1
    [42316.582] WorldBuilderMapLoader: -------------------------------
    [42316.582] WorldBuilderMapLoader: Search starting position for Civ : -1
    [42316.582] WorldBuilderMapLoader: Error : CIVILIZATION_BABYLON is not in Civilizations !
    [42316.582] WorldBuilderMapLoader: No TSL for : -1
    [42316.582] WorldBuilderMapLoader: +++++++++++++++++++
    [42316.582] WorldBuilderMapLoader: ---- civ list -----
    [42316.582] WorldBuilderMapLoader: - 0 - is alive -
    [42316.582] WorldBuilderMapLoader: - 1 - is alive -
    [42316.582] WorldBuilderMapLoader: - 2 - is alive -
    [42316.582] WorldBuilderMapLoader: - 3 - is alive -
    [42316.582] WorldBuilderMapLoader: - 4 - is alive -
    [42316.582] WorldBuilderMapLoader: - 5 - is alive -
    [42316.582] WorldBuilderMapLoader: - 6 - is alive -
    [42316.582] WorldBuilderMapLoader: - 7 - is alive -
    [42316.582] WorldBuilderMapLoader: - 8 - is alive -
    [42316.582] WorldBuilderMapLoader: - 9 - is alive -
    [42316.582] WorldBuilderMapLoader: - 10 - is alive -
    [42316.582] WorldBuilderMapLoader: - 11 - is alive -
    [42316.582] WorldBuilderMapLoader: - 12 -
    [42316.582] WorldBuilderMapLoader: - 13 -
    [42316.582] WorldBuilderMapLoader: - 14 -
    [42316.582] WorldBuilderMapLoader: - 15 -
    [42316.582] WorldBuilderMapLoader: - 16 -
    [42316.582] WorldBuilderMapLoader: - 17 -
    [42316.582] WorldBuilderMapLoader: - 18 -
    [42316.582] WorldBuilderMapLoader: - 19 -
    [42316.582] WorldBuilderMapLoader: - 20 -
    [42316.582] WorldBuilderMapLoader: - 21 -
    [42316.582] WorldBuilderMapLoader: - 22 - Minor civ Genoa (5) - is alive -
    [42316.582] WorldBuilderMapLoader: - 23 - Minor civ Ile Ife (35) - is alive -
    [42316.582] WorldBuilderMapLoader: - 24 - Minor civ Tyre (27) - is alive -
    [42316.582] WorldBuilderMapLoader: - 25 - Minor civ Cuzco (33) - is alive -
    [42316.582] WorldBuilderMapLoader: - 26 - Minor civ Geneva (3) - is alive -
    [42316.582] WorldBuilderMapLoader: - 27 - Minor civ Madrid (39) - is alive -
    [42316.582] WorldBuilderMapLoader: - 28 - Minor civ Carthage (29) - is alive -
    [42316.582] WorldBuilderMapLoader: - 29 - Minor civ Dublin (2) - is alive -
    [42316.582] WorldBuilderMapLoader: - 30 - Minor civ Lhasa (20) - is alive -
    [42316.582] WorldBuilderMapLoader: - 31 - Minor civ Sutaio (30) - is alive -
    [42316.582] WorldBuilderMapLoader: - 32 - Minor civ Jakarta (34) - is alive -
    [42316.582] WorldBuilderMapLoader: - 33 - Minor civ Kinshasa (38) - is alive -
    [42316.582] WorldBuilderMapLoader: - 34 - Minor civ Tikal (32) - is alive -
    [42316.582] WorldBuilderMapLoader: - 35 - Minor civ Oslo (9) - is alive -
    [42316.582] WorldBuilderMapLoader: - 36 - Minor civ Sidon (26) - is alive -
    [42316.582] WorldBuilderMapLoader: - 37 - Minor civ Brussels (16) - is alive -
    [42316.582] WorldBuilderMapLoader: - 38 - Minor civ Rio de Janeiro (24) - is alive -
    [42316.582] WorldBuilderMapLoader: - 39 - Minor civ Mogadishu (37) - is alive -
    [42316.582] WorldBuilderMapLoader: - 40 - Minor civ Venice (4) - is alive -
    [42316.582] WorldBuilderMapLoader: - 41 - Minor civ Lakota (31) - is alive -
    [42316.582] WorldBuilderMapLoader: - 42 - Minor civ Florence (6) - is alive -
    [42316.582] WorldBuilderMapLoader: - 43 - Minor civ Belgrade (14) - is alive -
    [42316.582] WorldBuilderMapLoader: - 44 - Minor civ Warsaw (0) - is alive -
    [42316.582] WorldBuilderMapLoader: - 45 - Minor civ Cape Town (25) - is alive -
    [42316.582] WorldBuilderMapLoader: - 46 - Minor civ Edinburgh (1) - is alive -
    [42316.582] WorldBuilderMapLoader: - 47 - Minor civ Vienna (15) - is alive -
    [42316.582] WorldBuilderMapLoader: - 48 - Minor civ Helsinki (11) - is alive -
    [42316.582] WorldBuilderMapLoader: - 49 - Minor civ Ulundi (36) - is alive -
    [42316.582] WorldBuilderMapLoader: - 50 - Minor civ Budapest (13) - is alive -
    [42316.582] WorldBuilderMapLoader: - 51 - Minor civ Seoul (18) - is alive -
    [42316.582] WorldBuilderMapLoader: - 52 - Minor civ Bucharest (12) - is alive -
    [42316.582] WorldBuilderMapLoader: - 53 - Minor civ Singapore (23) - is alive -
    [42316.582] WorldBuilderMapLoader: - 54 - Minor civ Kuala Lumpur (22) - is alive -
    [42316.582] WorldBuilderMapLoader: - 55 - Minor civ Ragusa (7) - is alive -
    [42316.582] WorldBuilderMapLoader: - 56 - Minor civ Almaty (21) - is alive -
    [42316.582] WorldBuilderMapLoader: - 57 - Minor civ Monaco (17) - is alive -
    [42316.582] WorldBuilderMapLoader: - 58 - Minor civ Copenhagen (8) - is alive -
    [42316.582] WorldBuilderMapLoader: - 59 - Minor civ Hanoi (19) - is alive -
    [42316.582] WorldBuilderMapLoader: - 60 - Minor civ Stockholm (10) - is alive -
    [42316.582] WorldBuilderMapLoader: - 61 - Minor civ Samarkand (28) - is alive -
    [42316.582] WorldBuilderMapLoader: - 62 - Minor civ Aksum (40) - is alive -
    [42316.582] WorldBuilderMapLoader: - 63 - is alive -
    [42316.582] WorldBuilderMapLoader: +++++++++++++++++++
    [42316.582] WorldBuilderMapLoader: -------------------------------
    [42316.582] WorldBuilderMapLoader: Set minor civs Starting Plots
    [42316.582] WorldBuilderMapLoader: -------------------------------
    [42316.582] WorldBuilderMapLoader: Search starting position for Minor Civ : 5
    [42316.598] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_GENOA
    [42316.598] WorldBuilderMapLoader: -------------------------------
    [42316.598] WorldBuilderMapLoader: Search starting position for Minor Civ : 35
    [42316.598] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_IFE
    [42316.598] WorldBuilderMapLoader: -------------------------------
    [42316.598] WorldBuilderMapLoader: Search starting position for Minor Civ : 27
    [42316.613] WorldBuilderMapLoader: MinorCivtype : MINOR_TYRE
    [42316.613] WorldBuilderMapLoader: -------------------------------
    [42316.613] WorldBuilderMapLoader: Search starting position for Minor Civ : 33
    [42316.613] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_INCA
    [42316.613] WorldBuilderMapLoader: -------------------------------
    [42316.613] WorldBuilderMapLoader: Search starting position for Minor Civ : 3
    [42316.629] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_GENEVA
    [42316.629] WorldBuilderMapLoader: -------------------------------
    [42316.629] WorldBuilderMapLoader: Search starting position for Minor Civ : 39
    [42316.629] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MADRID
    [42316.629] WorldBuilderMapLoader: -------------------------------
    [42316.629] WorldBuilderMapLoader: Search starting position for Minor Civ : 29
    [42316.629] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_CARTHAGE
    [42316.629] WorldBuilderMapLoader: -------------------------------
    [42316.629] WorldBuilderMapLoader: Search starting position for Minor Civ : 2
    [42316.629] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_DUBLIN
    [42316.629] WorldBuilderMapLoader: -------------------------------
    [42316.629] WorldBuilderMapLoader: Search starting position for Minor Civ : 20
    [42316.645] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_LHASA
    [42316.645] WorldBuilderMapLoader: -------------------------------
    [42316.645] WorldBuilderMapLoader: Search starting position for Minor Civ : 30
    [42316.645] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_CHEYENNE
    [42316.645] WorldBuilderMapLoader: -------------------------------
    [42316.645] WorldBuilderMapLoader: Search starting position for Minor Civ : 34
    [42316.660] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_JAKARTA
    [42316.660] WorldBuilderMapLoader: -------------------------------
    [42316.660] WorldBuilderMapLoader: Search starting position for Minor Civ : 38
    [42316.660] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_KINSHASA
    [42316.660] WorldBuilderMapLoader: -------------------------------
    [42316.660] WorldBuilderMapLoader: Search starting position for Minor Civ : 32
    [42316.676] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MAYA
    [42316.676] WorldBuilderMapLoader: -------------------------------
    [42316.676] WorldBuilderMapLoader: Search starting position for Minor Civ : 9
    [42316.676] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_OSLO
    [42316.676] WorldBuilderMapLoader: -------------------------------
    [42316.676] WorldBuilderMapLoader: Search starting position for Minor Civ : 26
    [42316.691] WorldBuilderMapLoader: MinorCivtype : MINOR_SIDON
    [42316.691] WorldBuilderMapLoader: -------------------------------
    [42316.691] WorldBuilderMapLoader: Search starting position for Minor Civ : 16
    [42316.691] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BRUSSELS
    [42316.691] WorldBuilderMapLoader: -------------------------------
    [42316.691] WorldBuilderMapLoader: Search starting position for Minor Civ : 24
    [42316.707] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_RIO_DE_JANEIRO
    [42316.707] WorldBuilderMapLoader: -------------------------------
    [42316.707] WorldBuilderMapLoader: Search starting position for Minor Civ : 37
    [42316.707] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MOGADISHU
    [42316.707] WorldBuilderMapLoader: -------------------------------
    [42316.707] WorldBuilderMapLoader: Search starting position for Minor Civ : 4
    [42316.723] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_VENICE
    [42316.723] WorldBuilderMapLoader: -------------------------------
    [42316.723] WorldBuilderMapLoader: Search starting position for Minor Civ : 31
    [42316.723] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SIOUX
    [42316.723] WorldBuilderMapLoader: -------------------------------
    [42316.723] WorldBuilderMapLoader: Search starting position for Minor Civ : 6
    [42316.738] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_FLORENCE
    [42316.738] WorldBuilderMapLoader: -------------------------------
    [42316.738] WorldBuilderMapLoader: Search starting position for Minor Civ : 14
    [42316.754] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BELGRADE
    [42316.754] WorldBuilderMapLoader: -------------------------------
    [42316.754] WorldBuilderMapLoader: Search starting position for Minor Civ : 0
    [42316.754] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_WARSAW
    [42316.770] WorldBuilderMapLoader: -------------------------------
    [42316.770] WorldBuilderMapLoader: Search starting position for Minor Civ : 25
    [42316.770] WorldBuilderMapLoader: MinorCivtype : MINOR_CAPE_TOWN
    [42316.770] WorldBuilderMapLoader: -------------------------------
    [42316.770] WorldBuilderMapLoader: Search starting position for Minor Civ : 1
    [42316.770] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_EDINBURGH
    [42316.770] WorldBuilderMapLoader: -------------------------------
    [42316.770] WorldBuilderMapLoader: Search starting position for Minor Civ : 15
    [42316.785] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_VIENNA
    [42316.785] WorldBuilderMapLoader: -------------------------------
    [42316.785] WorldBuilderMapLoader: Search starting position for Minor Civ : 11
    [42316.785] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_HELSINKI
    [42316.785] WorldBuilderMapLoader: -------------------------------
    [42316.785] WorldBuilderMapLoader: Search starting position for Minor Civ : 36
    [42316.801] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_ULUNDI
    [42316.801] WorldBuilderMapLoader: -------------------------------
    [42316.801] WorldBuilderMapLoader: Search starting position for Minor Civ : 13
    [42316.801] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BUDAPEST
    [42316.801] WorldBuilderMapLoader: -------------------------------
    [42316.801] WorldBuilderMapLoader: Search starting position for Minor Civ : 18
    [42316.801] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SEOUL
    [42316.801] WorldBuilderMapLoader: -------------------------------
    [42316.801] WorldBuilderMapLoader: Search starting position for Minor Civ : 12
    [42316.816] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_BUCHAREST
    [42316.816] WorldBuilderMapLoader: -------------------------------
    [42316.816] WorldBuilderMapLoader: Search starting position for Minor Civ : 23
    [42316.832] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SINGAPORE
    [42316.832] WorldBuilderMapLoader: -------------------------------
    [42316.832] WorldBuilderMapLoader: Search starting position for Minor Civ : 22
    [42316.832] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_KUALA_LUMPUR
    [42316.832] WorldBuilderMapLoader: -------------------------------
    [42316.832] WorldBuilderMapLoader: Search starting position for Minor Civ : 7
    [42316.832] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_RAGUSA
    [42316.832] WorldBuilderMapLoader: -------------------------------
    [42316.832] WorldBuilderMapLoader: Search starting position for Minor Civ : 21
    [42316.848] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_ALMATY
    [42316.848] WorldBuilderMapLoader: -------------------------------
    [42316.848] WorldBuilderMapLoader: Search starting position for Minor Civ : 17
    [42316.863] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_MONACO
    [42316.863] WorldBuilderMapLoader: -------------------------------
    [42316.863] WorldBuilderMapLoader: Search starting position for Minor Civ : 8
    [42316.863] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_COPENHAGEN
    [42316.863] WorldBuilderMapLoader: -------------------------------
    [42316.863] WorldBuilderMapLoader: Search starting position for Minor Civ : 19
    [42316.879] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_HANOI
    [42316.879] WorldBuilderMapLoader: -------------------------------
    [42316.879] WorldBuilderMapLoader: Search starting position for Minor Civ : 10
    [42316.879] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_STOCKHOLM
    [42316.879] WorldBuilderMapLoader: -------------------------------
    [42316.879] WorldBuilderMapLoader: Search starting position for Minor Civ : 28
    [42316.879] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_SAMARKAND
    [42316.879] WorldBuilderMapLoader: -------------------------------
    [42316.879] WorldBuilderMapLoader: Search starting position for Minor Civ : 40
    [42316.895] WorldBuilderMapLoader: MinorCivtype : MINOR_CIV_AKSUM
    [42316.910] WorldBuilderMapLoader: To remove :
    [42316.910] WorldBuilderMapLoader: -------------------------------
    [42316.910] WorldBuilderMapLoader: Map Generation - Adding Resources
    [42316.910] WorldBuilderMapLoader: -------------------------------
    [42316.957] WorldBuilderMapLoader: try to place 38 RESOURCE_IRON (0 already placed)
    [42317.020] WorldBuilderMapLoader: try to place 30 RESOURCE_HORSE (0 already placed)
    [42317.145] WorldBuilderMapLoader: try to place 41 RESOURCE_OIL (0 already placed)
    [42317.234] WorldBuilderMapLoader: try to place 29 RESOURCE_URANIUM (0 already placed)
    [42317.379] WorldBuilderMapLoader: try to place 29 RESOURCE_ALUMINUM (0 already placed)
    [42317.504] WorldBuilderMapLoader: try to place 31 RESOURCE_COAL (0 already placed)
    [42317.688] WorldBuilderMapLoader: try to place 18 RESOURCE_DYE (0 already placed)
    [42317.766] WorldBuilderMapLoader: try to place 18 RESOURCE_FUR (0 already placed)
    [42317.844] WorldBuilderMapLoader: try to place 17 RESOURCE_SPICES (0 already placed)
    [42317.969] WorldBuilderMapLoader: try to place 21 RESOURCE_COTTON (0 already placed)
    [42318.031] WorldBuilderMapLoader: try to place 19 RESOURCE_SUGAR (0 already placed)
    [42318.125] WorldBuilderMapLoader: try to place 16 RESOURCE_SILK (0 already placed)
    [42318.188] WorldBuilderMapLoader: try to place 17 RESOURCE_IVORY (0 already placed)
    [42318.250] WorldBuilderMapLoader: try to place 19 RESOURCE_MARBLE (0 already placed)
    [42318.344] WorldBuilderMapLoader: try to place 19 RESOURCE_INCENSE (0 already placed)
    [42318.453] WorldBuilderMapLoader: try to place 17 RESOURCE_WINE (0 already placed)
    [42318.578] WorldBuilderMapLoader: try to place 35 RESOURCE_COW (0 already placed)
    [42318.750] WorldBuilderMapLoader: try to place 28 RESOURCE_SHEEP (0 already placed)
    [42318.859] WorldBuilderMapLoader: try to place 14 RESOURCE_SILVER (0 already placed)
    [42318.984] WorldBuilderMapLoader: try to place 35 RESOURCE_WHEAT (0 already placed)
    [42319.109] WorldBuilderMapLoader: try to place 53 RESOURCE_DEER (0 already placed)
    [42319.219] WorldBuilderMapLoader: try to place 20 RESOURCE_BANANA (0 already placed)
    [42319.359] WorldBuilderMapLoader: try to place 74 RESOURCE_FISH (0 already placed)
    [42319.438] WorldBuilderMapLoader: try to place 19 RESOURCE_GOLD (0 already placed)
    [42319.563] WorldBuilderMapLoader: try to place 20 RESOURCE_GEMS (0 already placed)
    [42319.719] WorldBuilderMapLoader: try to place 17 RESOURCE_WHALE (0 already placed)
    [42319.766] WorldBuilderMapLoader: try to place 20 RESOURCE_PEARLS (0 already placed)
    [42319.797] WorldBuilderMapLoader: -------------------------------
    [42319.797] WorldBuilderMapLoader: Ynaem pre-load setup finished
    [42319.797] WorldBuilderMapLoader: -------------------------------
    [42319.797] WorldBuilderMapLoader: -------------------------------
    [42319.797] WorldBuilderMapLoader: Map Generation - Adding Goodies
    [42319.855] WorldBuilderMapLoader: -------------------------------
    [42319.855] WorldBuilderMapLoader: Map Generation - Adding Resources
    [42319.855] WorldBuilderMapLoader: -------------------------------
    [42319.871] WorldBuilderMapLoader: try to place 3 RESOURCE_IRON (38 already placed)
    [42319.922] WorldBuilderMapLoader: try to place 0 RESOURCE_HORSE (30 already placed)
    [42319.934] WorldBuilderMapLoader: try to place 0 RESOURCE_OIL (41 already placed)
    [42319.965] WorldBuilderMapLoader: try to place 0 RESOURCE_URANIUM (29 already placed)
    [42319.996] WorldBuilderMapLoader: try to place 1 RESOURCE_ALUMINUM (29 already placed)
    [42320.074] WorldBuilderMapLoader: try to place 0 RESOURCE_COAL (31 already placed)
    [42320.090] WorldBuilderMapLoader: try to place 1 RESOURCE_DYE (18 already placed)
    [42320.137] WorldBuilderMapLoader: try to place 2 RESOURCE_FUR (18 already placed)
    [42320.184] WorldBuilderMapLoader: try to place 2 RESOURCE_SPICES (17 already placed)
    [42320.230] WorldBuilderMapLoader: try to place 0 RESOURCE_COTTON (21 already placed)
    [42320.262] WorldBuilderMapLoader: try to place 0 RESOURCE_SUGAR (19 already placed)
    [42320.277] WorldBuilderMapLoader: try to place 0 RESOURCE_SILK (16 already placed)
    [42320.324] WorldBuilderMapLoader: try to place 1 RESOURCE_IVORY (17 already placed)
    [42320.387] WorldBuilderMapLoader: try to place 0 RESOURCE_MARBLE (19 already placed)
    [42320.402] WorldBuilderMapLoader: try to place 0 RESOURCE_INCENSE (19 already placed)
    [42320.434] WorldBuilderMapLoader: try to place 2 RESOURCE_WINE (17 already placed)
    [42320.465] WorldBuilderMapLoader: try to place 2 RESOURCE_COW (35 already placed)
    [42320.543] WorldBuilderMapLoader: try to place 0 RESOURCE_SHEEP (28 already placed)
    [42320.574] WorldBuilderMapLoader: try to place 1 RESOURCE_SILVER (14 already placed)
    [42320.668] WorldBuilderMapLoader: try to place 7 RESOURCE_WHEAT (35 already placed)
    [42320.840] WorldBuilderMapLoader: try to place 24 RESOURCE_DEER (53 already placed)
    [42320.918] WorldBuilderMapLoader: try to place 2 RESOURCE_BANANA (20 already placed)
    [42321.027] WorldBuilderMapLoader: try to place 25 RESOURCE_FISH (74 already placed)
    [42321.074] WorldBuilderMapLoader: try to place 0 RESOURCE_GOLD (19 already placed)
    [42321.105] WorldBuilderMapLoader: try to place 0 RESOURCE_GEMS (20 already placed)
    [42321.137] WorldBuilderMapLoader: try to place 3 RESOURCE_WHALE (17 already placed)
    [42321.184] WorldBuilderMapLoader: try to place 0 RESOURCE_PEARLS (20 already placed)
    [42398.094] CivilopediaScreen: SetSelectedCategory(12)
    [42398.094] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
    [42398.262] CivilopediaScreen: SetSelectedCategory(1)
    [42398.262] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementR ebuildPopup.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementP opup.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup .lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerrit oryPopup.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup. lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup .lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup .lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopu p.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lu a
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopu p.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\GreatPersonPopup.lu a
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStri kePopup.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranch Popup.lua
    [42403.145] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.l ua
    [42408.418] YnaemInGame: -------------------------------
    [42408.418] YnaemInGame: detected first unit creation...
    [42408.418] YnaemInGame: Ynaem script is in da game !
    [42408.418] YnaemInGame: -------------------------------
    [42408.934] YnaemInGame: Finalize setup now
    [42408.934] YnaemInGame: -------------------------------
    [42408.934] YnaemInGame: To remove :
    [42408.934] YnaemInGame: Requested City States = 26
    [42409.684] YnaemInGame: Actual Number of City States = 41
    [42409.684] YnaemInGame: Ok, exterminating a few settlers discretly...
    [42409.699] YnaemInGame: City States placement finished
    [42409.699] YnaemInGame: -------------------------------
    [42409.699] YnaemInGame: -------------------------------
    [42514.063] ProductionPopup: AdvisorControl could not be found
    [42523.281] TechPopup: AdvisorControl could not be found
    [42567.336] Credits: Header type not found.
    - Pacmouf, 3 years ago
  • ^^ Above is the Lua log as requested. In terms of the game itself, I left everything in setup as default, played one turn to let the horde of other civs die, and then exited the game to post the log. Hope this helps! (never thanked you for setting up the awesome mod. I may or may not of jumped up and down excitedly upon finding this mod. I'm a sucker for historical role-playing civ)

    Had to delete the top two lines as it wasn't fitting into the post limit. Including here just in case.
    [42138.849] Initializing Lua 5.1.4
    [42248.953] Credits: Header type not found.
    - Pacmouf, 3 years ago
  • thank you, it will help !

    you were launching the giant map ?
    - Gedemon, 3 years ago
  • Yup, the "Giant Earth" map. I'm also playing on minimum settings, on Dx9 (just in case that makes a difference)
    - Pacmouf, 3 years ago
  • ok...

    do you think that you can post a savegame at first turn (before the other civs destruction), with default options ?
    - Gedemon, 3 years ago
  • Sorry, just had to get home from work. Save file attached. Default options, Rome is the Civ that automatically comes up for the player to be. No other mods added. Also, I don't have the Babylon DLC.
    - Pacmouf, 3 years ago
  • Sorry, just had to get home from work. Save file attached. Default options, Rome is the Civ that automatically comes up for the player to be. No other mods added. Also, I don't have the Babylon DLC.

    great, thanks, now I have a better idea of the problem :goodjob:

    don't know how it happens, but the map loaded here is Dale's huge TSL map, not the giant one, and not my edited version of Dale's map...

    I hope that I can fix this soon...

    One more thing that could helps me : what happens when you select the huge or standard earth map of my mod ?
    - Gedemon, 3 years ago
  • Aha! With the recent update the Mac version has improved mod support, it's still not enabled by default, and clicking "Install Mods" doesn't seem to work, copying the files across from a Windows version of the game now works great!

    So I'm now able to play it properly! I think however that the "Riche" resource abundance is still more sparse than it should be. I dunno if you're familiar with it but the map that I've been preferring for true start locations on Mac (since it's the only one I could get to work before now) has a far higher concentration of resources. If a resource every two or three spaces is crazy then I think Riche should probably around that (maybe a step or two down). I'll tweak my own using the XML files you mentioned for now!
    I don't seem to be seeing the same issue of loading the wrong map though, as mine is definitely giving the redrawn UK.
    - Haravikk, 3 years ago
  • great, thanks, now I have a better idea of the problem :goodjob:

    don't know how it happens, but the map loaded here is Dale's huge TSL map, not the giant one, and not my edited version of Dale's map...

    I hope that I can fix this soon...

    One more thing that could helps me : what happens when you select the huge or standard earth map of my mod ?

    I have the same problem as Pacmouf and both huge and standard maps work perfectly

    EDIT: Starting the giant map after starting huge and going back to the main menu solves the problem for me! yay!

    EDIT 2: Simply switching to huge and then back to giant in the custom game menu also works. You may try to replicate the bug by simply starting giant without changing the map type if you haven't already.
    - thawk, 3 years ago
  • So I'm now able to play it properly! I think however that the "Riche" resource abundance is still more sparse than it should be.
    nice to know that it works on mac, and yep, I may tweak the "riche" option to give more resources.

    I have the same problem as Pacmouf and both huge and standard maps work perfectly

    EDIT: Starting the giant map after starting huge and going back to the main menu solves the problem for me! yay!

    EDIT 2: Simply switching to huge and then back to giant in the custom game menu also works

    and thanx, your second edit is possibly the final step to squash that bug :D
    - Gedemon, 3 years ago
  • I have the same problem as Pacmouf and both huge and standard maps work perfectly

    EDIT: Starting the giant map after starting huge and going back to the main menu solves the problem for me! yay!

    EDIT 2: Simply switching to huge and then back to giant in the custom game menu also works. You may try to replicate the bug by simply starting giant without changing the map type if you haven't already.

    Ah ha! This certainly seems to have changed something, as now when I set up the game in a giant map it crashes in the load screen, like NewOne (progress I suppose :p ). The original Giant Map you posted (the one not in the pack) also crashes. So it looks like the "back and forth" between Huge and Giant fixes the placement problem, but I suspect I may not have the computing power to run such a large map (I'm just pulling off the min. specs for civ, which let me play huge maps on minimum settings. Lag really starts to kick in during the final 100 years or so).

    I'm getting kinda busy over the next week, but will try to post a Lua log of the crash when I get the chance. I'll also install Civ on my friend's much more powerful comp. and try to narrow down if it’s a hardware problem.
    - Pacmouf, 3 years ago
  • Ah ha! This certainly seems to have changed something, as now when I set up the game in a giant map it crashes in the load screen, like NewOne (progress I suppose :p ). The original Giant Map you posted (the one not in the pack) also crashes. So it looks like the "back and forth" between Huge and Giant fixes the placement problem, but I suspect I may not have the computing power to run such a large map (I'm just pulling off the min. specs for civ, which let me play huge maps on minimum settings. Lag really starts to kick in during the final 100 years or so).

    I'm getting kinda busy over the next week, but will try to post a Lua log of the crash when I get the chance. I'll also install Civ on my friend's much more powerful comp. and try to narrow down if it’s a hardware problem.

    It probably is a hardware problem since i have a quad core processor, 4GB RAM PC and so far it runs well. If you have only 2GB RAM (min. specs) i doubt you'll be able to run this map, seeing as my friend with 2GB can't even finish a normal huge
    - thawk, 3 years ago
  • v0.5 posted in the download database (http://forums.civfanatics.com/downloads.php?do=file&id=15875)

    here's the log :

    v0.5 (Dec 18, 2010):
    - compatibility: update mod for patch 1.0.1.135
    - redraw (enlarge) UK islands
    - splitted CS ingame option to selection option and placement option
    - added Madeira's selection for testing purpose on giant earth
    - added True Starting Location for Spain and Inca on all maps
    - fixed bug: no resources where placed if using civs with no TSL
    - fixed bug: don't assume that preselected civs alway exist
    - fixed bug: once selected, the "no us" option wasn't modifiable
    - tweaked civ's specific resources: added fish and fur to England, fish and pearl to Japan
    - changed separation option (minimum, close, medium, away) for CS to 2,4,6,9 tiles (was 2,5,7,10)
    - changed resource quantity option (poor, sparse, standard, abundant, riche) coefficient to 0.25, 0.5, 1, 2, 4 (was 0.33, 0.75, 1, 1.5, 2)
    - tweaked some civs starting positions on giant earth (thanx to PseRamesses)
    - compatibility: removed dependancy to ingame.xml (thanx to smellymummy)
    - merged "City States Leaders" mod by mihaifx



    I've added a few print output to help track the wrong map loading bug, I still don't know what check is wrong in my code about this... I'll like to see a log report using this version from someone having this issue TIA :)
    - Gedemon, 3 years ago
  • Here are the lua log and save of bugged Russia turn 2 with the default settings, Russia starts in the sea just off to the east of some snowy island, haven't really investigated which (greenland?)

    And thx for the mod update :)
    - thawk, 3 years ago
  • It probably is a hardware problem since i have a quad core processor, 4GB RAM PC and so far it runs well. If you have only 2GB RAM (min. specs) i doubt you'll be able to run this map, seeing as my friend with 2GB can't even finish a normal huge

    Haha, yea, my 3GB RAM is the only spec that exceeds min. req., which is probably why its bearable to actually finish huge games. Oh well, I guess I've got a good incentive to buy a new awesome computer (christmas is coming...). ;)

    Thanks for all your help Gedemon, I'm glad we've at least found a temporary fix for the problem. I previously had Dale's Huge TSL installed (no longer), is it possible that there are some lingering clashes? (I wouldn't have a clue about such things, just trying to give all the information available :) )
    - Pacmouf, 3 years ago
  • Here are the lua log and save of bugged Russia turn 2 with the default settings, Russia starts in the sea just off to the east of some snowy island, haven't really investigated which (greenland?)

    And thx for the mod update :)

    thank you, can you delete the content of your game cache folder (..\My Documents\My Games\Sid Meier's Civilization 5\cache\) and try again please ?

    if you still have the bug after that, try to delete the previous version of the map in your mod folder (Y.A.G.E.M. (v 1) in ..\My Documents\My Games\Sid Meier's Civilization 5\MODS\) if you hadn't already done it.
    - Gedemon, 3 years ago
  • Just bought the game. Yours was the first mod I've loaded, and the second game I've played. (Yes I've DL'd the patch) Loved the Mod on huge until... I tried to save. The save options were gone entirely from the menu!?! Hope you can fix this, otherwise it was awesome. ::sigh:: Wanders off aimlessly...
    - jobesrespite, 3 years ago
  • Just bought the game. Yours was the first mod I've loaded, and the second game I've played. (Yes I've DL'd the patch) Loved the Mod on huge until... I tried to save. The save options were gone entirely from the menu!?! Hope you can fix this, otherwise it was awesome. ::sigh:: Wanders off aimlessly...

    the menu has no "quick save" and no "save game", but "load game" is here ? or do you have just the exit option ?

    and does the F11 key (quicksave) works ?
    - Gedemon, 3 years ago
  • It only says exit to windows and exit to main menu (and options). No save options whatsoever, just blank spots where they should be. F11 seems not to be working, though I am not 100% on this. The auto-save feature has not saved any save games.
    - jobesrespite, 3 years ago
  • maybe some hints here : http://forums.2kgames.com/archive/index.php/t-93565.html
    - Gedemon, 3 years ago
  • When I load the mod, following all the instructions, I always end up (when German) in the middle of some snowy place. THIS ONLY HAPPENS ON THE GIANT MAP. I have tried playing with the different custom options, reducing CS no., etc., but to no avail. I am always placed in the middle of nowhere, certainly not where Berlin is. Sometimes a CS is nearby with a settler, its all messed up.

    Did something change in the mod? I removed my cache and the old YAHEM v4 directory, and problem remains. :(
    - TheSASMan, 3 years ago
  • Hi there,

    just tried Version 0.5 and for me all is working fine, no problems.
    Fantastic work and I am enjoying it.

    THE BEST MAP AVAILABLE , as I could choose how I want to play it.

    PLEASE could you include in the next version:

    1.) Maybe some more Civs with TSL , so we could use the maximum of 22 (Australia, and at least 2 more for America) ... now I am using 19 major civs and 43 cs ... the more the better !

    2.) Could you include an option that cities could only be placed at least 3-7 spaces away from each other ... like it is for that city states

    3.) MP Support HOW: DOES SOMEONE KNOW, how to copy all that files OVER the ORIGINAL CIV 5 INSTALLATION, so that my brother and I could use it for MP over Internet (yes I know, I will not be able to play with anyone else a MP game ...)
    or is there no chance to overcome that restriction !

    THANK YOU FOR THE GREAT WORK !
    (using the huge map)

    PS: Maybe you could include a version in the future with that missions (seems was introduced with that DLC0 Mongolia ) someone else using it with his map, but it forces you to do it in 100 turns ????
    - FlashXAron, 3 years ago
  • I am using v. 0.5. On the huge map it seems that some of the features are not working, alas, because this is a great map (finally a customizable setup!). For example, silk and other Asiatic or Afrikan resources can be found in Europe. This is the case even when the check box to not do this is set. I checked the XML file and it reads correctly, so something is going wrong in the load up/setup.

    The giant map does not place civs in their TSL, so I gave up trying to play that map. The huge map is great except this resource glitch. When I start as Germany and explore Scandinavia and find cotton and silk I just have to turn it off, its no longer earth. *sigh* My guess is that the recent patch has affected the mod....

    Please don't give up on this! Great project.
    - TheSASMan, 3 years ago
  • Great mod,

    However... the realistic resources appears not to be working? I have gems in scotland. (huge map)

    I'm playing as England and the only fish I can see is North East of Scotland. Can't check iron or coal because i'm in ancient era.

    Don't get me wrong, I think this mod is great and i'll play on anyway, would be great to understand the resources thing though. Would it not be possible to prepopulate the map with resources?
    - Adhesive86, 3 years ago
  • Hi there,

    just tried Version 0.5 and for me all is working fine, no problems.
    Fantastic work and I am enjoying it.

    THE BEST MAP AVAILABLE , as I could choose how I want to play it.

    PLEASE could you include in the next version:

    1.) Maybe some more Civs with TSL , so we could use the maximum of 22 (Australia, and at least 2 more for America) ... now I am using 19 major civs and 43 cs ... the more the better !

    2.) Could you include an option that cities could only be placed at least 3-7 spaces away from each other ... like it is for that city states

    3.) MP Support HOW: DOES SOMEONE KNOW, how to copy all that files OVER the ORIGINAL CIV 5 INSTALLATION, so that my brother and I could use it for MP over Internet (yes I know, I will not be able to play with anyone else a MP game ...)
    or is there no chance to overcome that restriction !

    THANK YOU FOR THE GREAT WORK !
    (using the huge map)

    PS: Maybe you could include a version in the future with that missions (seems was introduced with that DLC0 Mongolia ) someone else using it with his map, but it forces you to do it in 100 turns ????

    thanx :D

    1/ yep, the tsl are already set for all DLC civs, and more can be set via the xml files. I need to write a "how to" in first post at some point for that... and I can pre-define some in the mod for popular custom civs, just give me a link to the civ's thread here or the mod name in the mod browser. note that I may give priority to other parts of the mod first (resources)

    2/ in my last game, I used a mod to force more tiles beetwen cities, that an option I'll like to add, I'll need to do do some test to see if changing value in the gamedefines database in pre-game is working. I'll love to do it by region, but I fear this could'nt be done soon.

    3/ I won't recommand it. but aren't there already some mods (changing a few default files) to allow MP games with mods ? Anyway, if you managed to do it, I'll like feedback ;)

    about your PS, dynamic history or other similar mods are in my "want to add" list of feature. "when" is another matter.

    I am using v. 0.5. On the huge map it seems that some of the features are not working, alas, because this is a great map (finally a customizable setup!). For example, silk and other Asiatic or Afrikan resources can be found in Europe. This is the case even when the check box to not do this is set. I checked the XML file and it reads correctly, so something is going wrong in the load up/setup.

    The giant map does not place civs in their TSL, so I gave up trying to play that map. The huge map is great except this resource glitch. When I start as Germany and explore Scandinavia and find cotton and silk I just have to turn it off, its no longer earth. *sigh* My guess is that the recent patch has affected the mod....

    Please don't give up on this! Great project.

    yep, true resources placement is not defined for the huge and standard map, the other features have taken most of my modding time, but I'll add it, the sooner the better (especially if I don't fix quickly the giant map problem)

    I'm in vacation right now, and I can't promise anything before january, but I'll do it.

    Great mod,

    However... the realistic resources appears not to be working? I have gems in scotland. (huge map)

    I'm playing as England and the only fish I can see is North East of Scotland. Can't check iron or coal because i'm in ancient era.

    Don't get me wrong, I think this mod is great and i'll play on anyway, would be great to understand the resources thing though. Would it not be possible to prepopulate the map with resources?
    prepopulate the maps is possible, yes, but I like my games to have a part of randomness in resources placement, so I won't use it. but as said above, i'll add the realistic resource placement for all the maps, asap ;)
    - Gedemon, 3 years ago
  • Ah i see, I didn't realise resource pre populate was for only Giant currently.

    That's cool, thanks for clearing up. A realistic resource placement for all maps would be great. I really look forward to playing this mod more. I think it has the potential to get me back into Civ 5 - great work.
    - Adhesive86, 3 years ago
  • Been away from Civ5 for a while, last weekend I re-installed the game with the latest patches and it seemed to fix the problem I was having with this mod!

    So its working fine for me, and I advise those of you who're having problems and want to make this work to do the same, because its extremelly unlikely the problem is with the mod.

    One of these days I'll update my CSs to add some more than can be used if playing with different civ selections.

    Gedemon, perhaps you could add correct starting locations for the Inca and Spanish in the next patch :)

    Happy new year everyone!
    - Madeira, 3 years ago
  • Gedemon, perhaps you could add correct starting locations for the Inca and Spanish in the next patch :)
    why, they're not correct in the last mod update (v0.5) ? ;)
    - Gedemon, 3 years ago
  • Ohh.. maybe I missed that one :p
    I didnt delete the mod folder when I re-installed, so I used the last version I had.

    hehe
    - Madeira, 3 years ago
  • I love this MOD but I am have trouble with crashing. The attached game always crashes for me on this turn. Any solutions?

    I have 920 @ 2.67 GHZ, 6 GB RAM, 64 Bit Windows 7
    - Bubba, 3 years ago
  • Probably not mod related, but a bug with the game. I have many problems with the game, random crashes and stuff, but I get them with any map scripts.
    - Madeira, 3 years ago
  • Hi i cant get tht far into the game using this mod anymore, it used to work fine until the latest civ patch was released now it just crashed around 120-140 turns, the civ5earth map tht came with the game works fine and can play well into modern era, anyone else havin the same problem
    - mickeyc, 3 years ago
  • Hi,

    Great mod! A quick question.

    When using these options:

    Add specific resources at starting positions

    Add major deposits of strategic resources

    Use true geographic resource placement

    Do they have to be used independently, or can they be used together?

    I wanted to give England a bit of a boost, so I edit the CivilizationsRequestedResource.xml and added the following:

    <Type>CIVILIZATION_ENGLAND</Type>
    <Req1>RESOURCE_IRON</Req1>
    <Yield1>6</Yield1>
    <Req2>RESOURCE_HORSE</Req2>
    <Yield2>6</Yield2>
    <Req3>RESOURCE_COAL</Req3>
    <Yield3>6</Yield3>
    <Req4>RESOURCE_FISH</Req4>
    <Req5>RESOURCE_FUR</Req5>
    <Req6>RESOURCE_GOLD</Req6>

    But do I need to add this to all 3 sections in the file? I never seem to find the resources around the UK.

    Sorry, I am a little rubbish at the modding business.

    Thanks in advance.
    - dshole, 3 years ago
  • I wanted to give England a bit of a boost, so I edit the CivilizationsRequestedResource.xml and added the following
    I still find much the same thing; you have to be careful as it doesn't seem to add resources that there isn't a suitable tile for, so you can't specify things that normally appear on hills as there aren't any near enough to London, so you're mostly restricted to forest, grassland, and sea type resources.

    But even so the resources rarely seem to show up.

    What is the behaviour exactly for the civ-specific resource allocation? What about if the resource ends up out of reach (for example within Brussels' territory)?
    It might be best if some form of override were added for problem civilisations, which specifies specific resource locations near their starting point, and as the game goes through the requested resources it will simply allocate them into the nearest suitable location. This way you can manually specify only tiles that will actually be of benefit to London. For example in such an override you might specify three sea locations near to the british coast, and when the game goes to allocate starting resources if it encounters an ocean resource it will place it in the first of these locations.
    Civs without any override specified would just be random as normal.


    One other query I had was if it is possible to control ancient ruins beyond on/off? Every play-through I've had there's only ever been one ruin for the UK, and always right at the top of Scotland. Any others are across the ocean, usually up near iceland or near Oslo. AI players on harder difficulties seem to start with a scout in addition to their warrior and settler, and with a much larger area to cover they can snap up a lot more than a single ruin which gives them another early game advantage. So the ability to tweak ruin placement could help island civilisations as well. With only a single ruin you aren't likely to gain much of an advantage, the best one really is the 90 free culture but that doesn't come up all that often. So for balance it'd be nice to be able to have more, as otherwise I find it better usually to turn ruins off as it levels the field a little with the other players.


    Still want to stress that I'm still loving the giant map, but I find I can't play it any higher than warlord when starting as England as the early game disadvantages make it impossible to advance quickly enough, as the quickest way to expand seems to be to capture Edinburgh and/or Dublin, but then without enough luxury resources you can't manage this at all. The only way to win on higher difficulties is to either go all out for a culture win (which is still close to impossible) or go for a very slow military victory after everyone enters the future era and you're finally able to catch up, or use the AI's inability to attack properly across sea tiles to your advantage.
    - Haravikk, 3 years ago
  • Hi,

    Great mod! A quick question.

    When using these options:

    Add specific resources at starting positions

    Add major deposits of strategic resources

    Use true geographic resource placement

    Do they have to be used independently, or can they be used together?

    They can be used together.

    The first allow specific resources placement for civs (that's the option linked to the XML you've edited), available for all maps.

    The second add oil and coal in specific region (listed in the "<Resource_YagemGisementPosition>" section of ResourceRegionPos.xml, this file can also be edited to add other ressources in specific regions - I really need to add a "how to" in first page btw). This option is available only in the giant map atm.

    The third prevent unrealistic placement, the region are defined in the "<Resource_YagemRegionPosition>" of the ResourceRegionPos.xml file, and the exclusions are defined in the ResourceRegionExclude.xml. This option is also available only in the giant map atm.

    I wanted to give England a bit of a boost, so I edit the CivilizationsRequestedResource.xml and added the following:

    <Type>CIVILIZATION_ENGLAND</Type>
    <Req1>RESOURCE_IRON</Req1>
    <Yield1>6</Yield1>
    <Req2>RESOURCE_HORSE</Req2>
    <Yield2>6</Yield2>
    <Req3>RESOURCE_COAL</Req3>
    <Yield3>6</Yield3>
    <Req4>RESOURCE_FISH</Req4>
    <Req5>RESOURCE_FUR</Req5>
    <Req6>RESOURCE_GOLD</Req6>

    But do I need to add this to all 3 sections in the file? I never seem to find the resources around the UK.

    Sorry, I am a little rubbish at the modding business.

    Thanks in advance.
    each section refer to a specific map, "yagem" is the giant map, "yahem" the huge, and "cordiform" the standard one.

    to check if the ressource placement is correctly done during loading, you can enable lua logging in your config.ini and open lua.log after starting a game with this mod. (see a few pages before for the detail to do that)

    in the log you'll found 3 sections detailling the resource placement (if you've checked the 3 options on the giant map)

    the first resources placed are those of the resource deposits, the section look like that :

    [519686.333] WorldBuilderMapLoader: -------------------------------
    [519686.333] WorldBuilderMapLoader: Adding major deposits...
    [519686.333] WorldBuilderMapLoader: -------------------------------
    [519686.333] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in MIDDLE_EAST_OIL
    [519686.349] WorldBuilderMapLoader: Asked for 5, placed 5 (available plots = 99 )
    [519686.349] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in CASPIEN_OIL
    [519686.349] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 26 )
    [519686.349] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in OURAL_OIL
    [519686.349] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 30 )
    [519686.349] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in SIBERIAN_OIL
    [519686.349] WorldBuilderMapLoader: Asked for 4, placed 4 (available plots = 30 )
    [519686.364] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in SONGLIAO_OIL
    [519686.364] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 9 )
    [519686.364] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in NIGER_OIL
    [519686.364] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 6 )
    [519686.364] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in ANGOLA_OIL
    [519686.364] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 14 )
    [519686.364] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in ORIENTAL_ERG_OIL
    [519686.364] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 17 )
    [519686.380] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in NORTH_AFRICA_OIL
    [519686.380] WorldBuilderMapLoader: Asked for 4, placed 4 (available plots = 19 )
    [519686.380] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in NORTH_SEA_OIL
    [519686.380] WorldBuilderMapLoader: Asked for 4, placed 4 (available plots = 32 )
    [519686.380] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in ROMANIA_OIL
    [519686.380] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 5 )
    [519686.380] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in PERUVIAN_OIL
    [519686.395] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 4 )
    [519686.395] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in VENEZUELA_OIL
    [519686.395] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 9 )
    [519686.395] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in BRAZIL_OIL
    [519686.395] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 12 )
    [519686.395] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in GULF_OF_MEXICO_OIL
    [519686.411] WorldBuilderMapLoader: Asked for 4, placed 4 (available plots = 15 )
    [519686.411] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in MIDCONTINENT_US_OIL
    [519686.411] WorldBuilderMapLoader: Asked for 4, placed 4 (available plots = 14 )
    [519686.411] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in WCSB_OIL
    [519686.411] WorldBuilderMapLoader: Asked for 4, placed 4 (available plots = 10 )
    [519686.411] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in CALIFORNIA_OIL
    [519686.411] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 5 )
    [519686.411] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in ALASKA_OIL
    [519686.427] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 13 )
    [519686.427] WorldBuilderMapLoader: Placing deposit of RESOURCE_OIL in ARCTIC_OIL
    [519686.427] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 22 )
    [519686.427] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in US_COAL
    [519686.427] WorldBuilderMapLoader: Asked for 8, placed 8 (available plots = 70 )
    [519686.427] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in CHINA_COAL
    [519686.442] WorldBuilderMapLoader: Asked for 4, placed 4 (available plots = 18 )
    [519686.442] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in SIBERIA_COAL
    [519686.442] WorldBuilderMapLoader: Asked for 8, placed 8 (available plots = 101 )
    [519686.442] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in RUSSIA_COAL
    [519686.442] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 48 )
    [519686.442] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in INDIA_COAL
    [519686.442] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 19 )
    [519686.442] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in AUSTRALIA_COAL
    [519686.458] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 17 )
    [519686.458] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in SOUTH_AFRICA_COAL
    [519686.458] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 25 )
    [519686.458] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in UKRAINE_COAL
    [519686.458] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 29 )
    [519686.458] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in KAZAKSTAN_COAL
    [519686.458] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 20 )
    [519686.458] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in POLAND_COAL
    [519686.473] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 25 )
    [519686.473] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in GERMAN_COAL
    [519686.473] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 19 )
    [519686.473] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in INDONESIA_COAL
    [519686.473] WorldBuilderMapLoader: Asked for 3, placed 3 (available plots = 13 )
    [519686.473] WorldBuilderMapLoader: Placing deposit of RESOURCE_COAL in ENGLAND_COAL
    [519686.489] WorldBuilderMapLoader: Asked for 2, placed 2 (available plots = 11 )
    It list the resources that the mod try to place on the map, in which region, how many are placed, and how many plots where available for that resource in the region.

    then the mod try to place the civ specific resources, the section is like that :

    [519686.489] WorldBuilderMapLoader: -------------------------------
    [519686.489] WorldBuilderMapLoader: Adding requested resources for civs...
    [519686.489] WorldBuilderMapLoader: -------------------------------
    [519686.489] WorldBuilderMapLoader: placed RESOURCE_IRON for CIVILIZATION_FRANCE, there was 12 plot(s) available
    [519686.489] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_FRANCE, there was 9 plot(s) available
    [519686.505] WorldBuilderMapLoader: placed RESOURCE_WINE for CIVILIZATION_FRANCE, there was 8 plot(s) available
    [519686.505] WorldBuilderMapLoader: placed RESOURCE_SILK for CIVILIZATION_CHINA, there was 4 plot(s) available
    [519686.505] WorldBuilderMapLoader: placed RESOURCE_IRON for CIVILIZATION_ROME, there was 11 plot(s) available
    [519686.505] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_ROME, there was 3 plot(s) available
    [519686.505] WorldBuilderMapLoader: placed RESOURCE_GOLD for CIVILIZATION_AMERICA, there was 7 plot(s) available
    [519686.505] WorldBuilderMapLoader: placed RESOURCE_COW for CIVILIZATION_AMERICA, there was 6 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_URANIUM for CIVILIZATION_AMERICA, there was 15 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_ALUMINUM for CIVILIZATION_AMERICA, there was 4 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_SHEEP for CIVILIZATION_INCA, there was 7 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_GOLD for CIVILIZATION_INCA, there was 7 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_SPICES for CIVILIZATION_INCA, there was 4 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_WHEAT for CIVILIZATION_BABYLON, there was 19 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_GOLD for CIVILIZATION_AZTEC, there was 9 plot(s) available
    [519686.520] WorldBuilderMapLoader: placed RESOURCE_SPICES for CIVILIZATION_AZTEC, there was 2 plot(s) available
    [519686.536] WorldBuilderMapLoader: placed RESOURCE_BANANA for CIVILIZATION_AZTEC, there was 1 plot(s) available
    [519686.536] WorldBuilderMapLoader: placed RESOURCE_IRON for CIVILIZATION_JAPAN, there was 10 plot(s) available
    [519686.536] WorldBuilderMapLoader: placed RESOURCE_WHALE for CIVILIZATION_JAPAN, there was 3 plot(s) available
    [519686.536] WorldBuilderMapLoader: placed RESOURCE_FISH for CIVILIZATION_JAPAN, there was 18 plot(s) available
    [519686.536] WorldBuilderMapLoader: placed RESOURCE_PEARLS for CIVILIZATION_JAPAN, there was 17 plot(s) available
    [519686.536] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_ARABIA, there was 5 plot(s) available
    [519686.551] WorldBuilderMapLoader: placed RESOURCE_IRON for CIVILIZATION_ARABIA, there was 20 plot(s) available
    [519686.551] WorldBuilderMapLoader: placed RESOURCE_SHEEP for CIVILIZATION_ARABIA, there was 10 plot(s) available
    [519686.551] WorldBuilderMapLoader: placed RESOURCE_FISH for CIVILIZATION_ARABIA, there was 9 plot(s) available
    [519686.551] WorldBuilderMapLoader: placed RESOURCE_OIL for CIVILIZATION_PERSIA, there was 6 plot(s) available
    [519686.551] WorldBuilderMapLoader: placed RESOURCE_IVORY for CIVILIZATION_SIAM, there was 4 plot(s) available
    [519686.551] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_RUSSIA, there was 10 plot(s) available
    [519686.551] WorldBuilderMapLoader: placed RESOURCE_URANIUM for CIVILIZATION_RUSSIA, there was 8 plot(s) available
    [519686.567] WorldBuilderMapLoader: placed RESOURCE_ALUMINUM for CIVILIZATION_RUSSIA, there was 1 plot(s) available
    [519686.567] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_SPAIN, there was 6 plot(s) available
    [519686.567] WorldBuilderMapLoader: placed RESOURCE_IRON for CIVILIZATION_GERMANY, there was 9 plot(s) available
    [519686.567] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_GERMANY, there was 9 plot(s) available
    [519686.567] WorldBuilderMapLoader: placed RESOURCE_FUR for CIVILIZATION_GERMANY, there was 15 plot(s) available
    [519686.567] WorldBuilderMapLoader: placed RESOURCE_IRON for CIVILIZATION_ENGLAND, there was 9 plot(s) available
    [519686.567] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_ENGLAND, there was 7 plot(s) available
    [519686.583] WorldBuilderMapLoader: placed RESOURCE_COAL for CIVILIZATION_ENGLAND, there was 8 plot(s) available
    [519686.583] WorldBuilderMapLoader: placed RESOURCE_FISH for CIVILIZATION_ENGLAND, there was 15 plot(s) available
    [519686.583] WorldBuilderMapLoader: placed RESOURCE_FUR for CIVILIZATION_ENGLAND, there was 6 plot(s) available
    [519686.583] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_MONGOL, there was 9 plot(s) available
    [519686.583] WorldBuilderMapLoader: placed RESOURCE_IRON for CIVILIZATION_GREECE, there was 8 plot(s) available
    [519686.583] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_GREECE, there was 7 plot(s) available
    [519686.598] WorldBuilderMapLoader: placed RESOURCE_FISH for CIVILIZATION_GREECE, there was 21 plot(s) available
    [519686.598] WorldBuilderMapLoader: placed RESOURCE_PEARLS for CIVILIZATION_IROQUOIS, there was 7 plot(s) available
    [519686.598] WorldBuilderMapLoader: placed RESOURCE_FUR for CIVILIZATION_IROQUOIS, there was 21 plot(s) available
    [519686.598] WorldBuilderMapLoader: placed RESOURCE_FISH for CIVILIZATION_IROQUOIS, there was 6 plot(s) available
    [519686.598] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_EGYPT, there was 3 plot(s) available
    [519686.598] WorldBuilderMapLoader: placed RESOURCE_GOLD for CIVILIZATION_EGYPT, there was 5 plot(s) available
    [519686.598] WorldBuilderMapLoader: placed RESOURCE_HORSE for CIVILIZATION_OTTOMAN, there was 8 plot(s) available
    [519686.614] WorldBuilderMapLoader: placed RESOURCE_MARBLE for CIVILIZATION_OTTOMAN, there was 6 plot(s) available
    [519686.614] WorldBuilderMapLoader: placed RESOURCE_IVORY for CIVILIZATION_INDIA, there was 13 plot(s) available
    [519686.614] WorldBuilderMapLoader: placed RESOURCE_MARBLE for CIVILIZATION_INDIA, there was 2 plot(s) available
    In the example above, all requested resources were placed without problems, the mod try to place the resource at 3-4 tiles max of the starting position, and if it fails it
    will try to place it up to 6 tiles away. It will output a message in the log then. (and another if it can't put the resource at all)

    the order (Req1, Req2, ...) is important here, the resources placement rules does not allows some resources to be placed too close of another, so you should set the must wanted resources first.

    the last section is like that :

    [519686.614] WorldBuilderMapLoader: -------------------------------
    [519686.614] WorldBuilderMapLoader: Using True Geographic Resource placement...
    [519686.614] WorldBuilderMapLoader: Map Generation - Adding Resources
    [519686.614] WorldBuilderMapLoader: -------------------------------
    [519686.661] WorldBuilderMapLoader: try to place 43 RESOURCE_IRON (7 already placed)
    [519686.723] WorldBuilderMapLoader: try to place 27 RESOURCE_HORSE (11 already placed)
    [519686.770] WorldBuilderMapLoader: try to place 0 RESOURCE_OIL (61 already placed)
    [519686.785] WorldBuilderMapLoader: try to place 36 RESOURCE_URANIUM (2 already placed)
    [519686.863] WorldBuilderMapLoader: try to place 37 RESOURCE_ALUMINUM (2 already placed)
    [519686.957] WorldBuilderMapLoader: try to place 0 RESOURCE_COAL (47 already placed)
    [519686.988] WorldBuilderMapLoader: try to place 19 RESOURCE_DYE (0 already placed)
    [519687.035] WorldBuilderMapLoader: try to place 21 RESOURCE_FUR (3 already placed)
    [519687.097] WorldBuilderMapLoader: try to place 21 RESOURCE_SPICES (2 already placed)
    [519687.160] WorldBuilderMapLoader: try to place 26 RESOURCE_COTTON (0 already placed)
    [519687.238] WorldBuilderMapLoader: try to place 26 RESOURCE_SUGAR (0 already placed)
    [519687.331] WorldBuilderMapLoader: try to place 29 RESOURCE_SILK (1 already placed)
    [519687.690] WorldBuilderMapLoader: try to place 19 RESOURCE_IVORY (2 already placed)
    [519687.784] WorldBuilderMapLoader: try to place 27 RESOURCE_MARBLE (2 already placed)
    [519687.924] WorldBuilderMapLoader: try to place 19 RESOURCE_INCENSE (0 already placed)
    [519687.987] WorldBuilderMapLoader: try to place 26 RESOURCE_WINE (1 already placed)
    [519688.080] WorldBuilderMapLoader: try to place 32 RESOURCE_COW (1 already placed)
    [519688.189] WorldBuilderMapLoader: try to place 45 RESOURCE_SHEEP (2 already placed)
    [519688.267] WorldBuilderMapLoader: try to place 23 RESOURCE_SILVER (0 already placed)
    [519688.345] WorldBuilderMapLoader: try to place 98 RESOURCE_WHEAT (1 already placed)
    [519688.470] WorldBuilderMapLoader: try to place 190 RESOURCE_DEER (0 already placed)
    [519688.611] WorldBuilderMapLoader: try to place 31 RESOURCE_BANANA (1 already placed)
    [519688.689] WorldBuilderMapLoader: try to place 136 RESOURCE_FISH (5 already placed)
    [519688.767] WorldBuilderMapLoader: try to place 20 RESOURCE_GOLD (4 already placed)
    [519688.829] WorldBuilderMapLoader: try to place 20 RESOURCE_GEMS (0 already placed)
    [519688.876] WorldBuilderMapLoader: try to place 24 RESOURCE_WHALE (1 already placed)
    [519688.923] WorldBuilderMapLoader: try to place 21 RESOURCE_PEARLS (2 already placed)
    The total number of each resource type placed is set by the number of civs and CS on the map (unless you selected the "no-scale" option) and the "Resources quantity" option.

    if the section relative to an option you've checked is missing, then you may have made a mistake when editing the xml files.


    I still find much the same thing; you have to be careful as it doesn't seem to add resources that there isn't a suitable tile for, so you can't specify things that normally appear on hills as there aren't any near enough to London, so you're mostly restricted to forest, grassland, and sea type resources.

    But even so the resources rarely seem to show up.

    What is the behaviour exactly for the civ-specific resource allocation? What about if the resource ends up out of reach (for example within Brussels' territory)?
    It might be best if some form of override were added for problem civilisations, which specifies specific resource locations near their starting point, and as the game goes through the requested resources it will simply allocate them into the nearest suitable location. This way you can manually specify only tiles that will actually be of benefit to London. For example in such an override you might specify three sea locations near to the british coast, and when the game goes to allocate starting resources if it encounters an ocean resource it will place it in the first of these locations.
    Civs without any override specified would just be random as normal.

    I've modified a bit the general resources placement rules, mostly to allow coal and oil in realistic region (for example coal in Pologne were there aren't hills...)

    this means that you can have coal under forest near London for example.

    In addition to my above explanation about the distance, the mod try to place each civ specific resources on the same landmass as the civ starting position. The iron reserved for england can't end up on the land near Bruxel or Paris, and the french Wine can't be placed on England. If there are no available position left on the landmass, the resource will be discarded, not added to a potential rival.

    But problem may arise between Egypt and Arabia for example the egyptian horse may by placed near Mecca (same landmass but mostly separated by water), I hadn't found a way around that yet.

    One other query I had was if it is possible to control ancient ruins beyond on/off? Every play-through I've had there's only ever been one ruin for the UK, and always right at the top of Scotland. Any others are across the ocean, usually up near iceland or near Oslo. AI players on harder difficulties seem to start with a scout in addition to their warrior and settler, and with a much larger area to cover they can snap up a lot more than a single ruin which gives them another early game advantage. So the ability to tweak ruin placement could help island civilisations as well. With only a single ruin you aren't likely to gain much of an advantage, the best one really is the 90 free culture but that doesn't come up all that often. So for balance it'd be nice to be able to have more, as otherwise I find it better usually to turn ruins off as it levels the field a little with the other players.
    nop, sorry, I do not plan to add specific position for ancient ruins.
    - Gedemon, 3 years ago
  • BTW, here's a small test version for those who have the problem of wrong starting location using the giant map.

    Could anyone with the problem test it and report if it was solved by this version, TIA.
    - Gedemon, 3 years ago
  • I was having the problem intermittently, so I tried your fix. 5 out of 5 times Rome was nowhere near Italy, so I'm not sure what happened.

    Log Attached
    - The Loot, 3 years ago
  • thanx

    that's strange, the log show that the game was loading the archipelagos script this time instead of the giant map !

    did the the same kind of bug happens to other having tried this test version ?
    - Gedemon, 3 years ago
  • I can't get this mod to work correctly. :(
    I used giant map with Rome.
    The game won't strat with most of my desired options, but when I finally got it, the starting position is awkward and totally wrong. Last time I had multiple CS settlers around me.
    - Airny, 3 years ago
  • Hey Gedemon,

    Thanks for the excellent in-depth reply, I understand what I have to do now! Great mod once again!
    - dshole, 3 years ago
  • Hi. I installed this mod, first and only mod ive used for this game. It's very nice, good job. But I have a problem in the giant earth map as russia. Every time, my game freezes at turn 91. I'm not sure if it is this just with russia, I don't want to try with another faction just to find that again it stops my game at turn 91 :lol: What I do? :confused:
    - lumpycustard, 3 years ago
  • could you please post a savegame from turn 90 ? I'll have a look at it.
    - Gedemon, 3 years ago
  • Hey!

    I'm trying to add in the Dutch (Dutchmod v8) on true location, just to see if I can, and was wondering whether I could also have all major civs in a single player game.Is this possible or do I have to edit this in script?

    BTW;
    <Type>CIVILIZATION_ENGLAND</Type>
    <Req1>RESOURCE_IRON</Req1>
    <Yield1>2</Yield1>
    <Req2>RESOURCE_HORSE</Req2>
    <Yield2>2</Yield2>
    <Req3>RESOURCE_COAL</Req3>
    <Yield3>6</Yield3>
    <Req4>RESOURCE_KRYPTONITE</Req4>
    <Yield4>6</Yield4>

    Nice easter eggs in there ;)
    - Victorr, 3 years ago
  • Hey!

    I'm trying to add in the Dutch (Dutchmod v8) on true location, just to see if I can, and was wondering whether I could also have all major civs in a single player game.Is this possible or do I have to edit this in script?

    you can add a TSL for any custom civ by editing the CivilizationsStartPos.xml file.

    you need 2 things :
    - the civilization type name (like "CIVILIZATION_ARABIA") that you'll find in the Dutch mod files.
    - the tile location of the map you want to use it in.


    for example, if you want to add the dutch TSL on the giant map, open Earth_Giant_blank.Civ5Map in the world builder, locate the plot here (edit plot tab) and note it (I'll use plot 16,70).

    then find the tag <Civilizations_YagemStartPosition> in CivilizationsStartPos.xml, and add a row like this:


    <Row>
    <Type>CIVILIZATION_DUTCH</Type>
    <X>16</X>
    <Y>70</Y>
    </Row>

    (note that I havn't checked if "CIVILIZATION_DUTCH" is the right type, verify in the dutch mod ;) )

    save your change and try to start a game selecting the Dutch, if all civs start at random pos, then you may have made a typo in the XML file.


    you're limited to 22 major civs in game atm, if you have all the DLC then you'll have at least one civ missing in game if you use any custom civ.
    - Gedemon, 3 years ago
  • v0.6 posted on the forum database (http://forums.civfanatics.com/downloads.php?do=file&id=15875)

    change list

    v0.6 (Jan 16, 2011):
    - new menu background
    http://gedemon.free.fr/civ5/ynaemp_setup2.jpg- changed name of map files
    - added realistic resource placement option for huge map
    - added deposit resource placement option for huge map
    - added Rabat (Morroco) and Dakar (Senegal) City-States
    - the special selections of city states are now independant mods to prevent bugs when reloading a game

    First post updated...
    - Gedemon, 3 years ago
  • Is the game supposed to end after 100 turns?

    No matter which victory conditions I use, no matter what game length I pick, the same victory condition in game appears, the "destroy 16 civs in 100 turns" type thing.

    (I'm using the latest version)
    - ZKY, 3 years ago
  • you should deselect the mongol scenario option from the mod menu.
    - Gedemon, 3 years ago
  • could you please post a savegame from turn 90 ? I'll have a look at it.
    Thanks
    - lumpycustard, 3 years ago
  • Thanks

    no crash for me, does this save crash on turn 97 for you ?
    - Gedemon, 3 years ago
  • you should deselect the mongol scenario option from the mod menu.

    Oh that worked, thanks dude.
    - ZKY, 3 years ago
  • I have tried v.6 with your new city states mod and after a save the name of the two city states I had contact with switched from Native American tribe names to Tyre etc. Any thoughs.
    - Bubba, 3 years ago
  • Hi,

    I tried your mod but the start location of each civilization is completly false:

    279646

    Is it due to the new patch?
    - GodziFa, 3 years ago
  • Everything works on the huge map, but when I try to play the giant map (with any civilization) it says I have been defeated before I can even play a turn. Any ideas?
    - carm3, 3 years ago
  • I tried to install this. I downloaded the folders, but I cannot find where install mod is when I go to browse mods. I do not see a listing to activate this mod.

    I got it to load but it gives me no options for map size or civs in the custom setup screen???
    - nokmirt, 3 years ago
  • Thank you for this awesome map!
    How is the support for Spain, Inca and Babylon (if I decide to buy them), and is it possible to make a version where the european states gets some sort of start bonus or something, so they aren't completely screwed compared to the rest of the civs?

    Thank you for an awesome map-pack!
    :)

    EDIT: Showed it to my friends - hate Civ5 for not supporting mods in multiplayer ;)
    - Hovercat, 3 years ago
  • I have tried v.6 with your new city states mod and after a save the name of the two city states I had contact with switched from Native American tribe names to Tyre etc. Any thoughs.it's annoying that we can't yet define the mods dependancy in modbuddy.

    maybe you de-activate the CS mod between saving and reloading your game ?

    if so, it should be activated after the ynaemp mod.

    Hi,

    I tried your mod but the start location of each civilization is completly false:

    279646

    Is it due to the new patch?no, that's the wrong map loading bug. from the minimap it's the original Dale's Huge Map.

    someone as reported that selecting another map from the Ynaemp menu, then reselect the giant map before launching the game was a workaround for this bug.

    Everything works on the huge map, but when I try to play the giant map (with any civilization) it says I have been defeated before I can even play a turn. Any ideas?I'll like to see the log for this bug

    I tried to install this. I downloaded the folders, but I cannot find where install mod is when I go to browse mods. I do not see a listing to activate this mod.

    I got it to load but it gives me no options for map size or civs in the custom setup screen???when downloaded in the mod folder, the "install" button is in the "installed mod tab" of the mod menu.

    alternativly, if you use 7zip, you can directly unpack the mod in the folder.

    Thank you for this awesome map!
    How is the support for Spain, Inca and Babylon (if I decide to buy them), and is it possible to make a version where the european states gets some sort of start bonus or something, so they aren't completely screwed compared to the rest of the civs?

    Thank you for an awesome map-pack!
    :)

    EDIT: Showed it to my friends - hate Civ5 for not supporting mods in multiplayer ;)
    All those DLC civs are compatible. In fact I started this mod so that I didn't need to edit 5 or 6 versions of each map depending of the civ version and DLC of the user...


    about a start bonus, I don't know if I'll be able to implement it, but a different minimum city distance by region may help (allowing close city in europe only for example)
    - Gedemon, 3 years ago
  • Gedemon, just wanted to say thank you for these maps and the modding effort you put into them. TSL is the only way to play!

    I've been looking for some more region specific maps, e.g. Europe, but everything I've found still relies on Load Scenario. Are you planning on making narrow-focused maps eventually?
    - The Loot, 3 years ago
  • Gedemon, just wanted to say thank you for these maps and the modding effort you put into them. TSL is the only way to play!

    I've been looking for some more region specific maps, e.g. Europe, but everything I've found still relies on Load Scenario. Are you planning on making narrow-focused maps eventually?

    yes, and I suppose that an european map (with North Africa / part of Middle east) will be the next map added.

    I won't give an ETA, I've got some other things in the todo list for YnAEMP first (and I also want to update my Stalingrad scenario, not saying that another project is taking most of my modding time...)

    but yes, I definitly plan to do that, and suggestions for the maps (2-3 different size) to use are welcome...
    - Gedemon, 3 years ago
  • hi Gedemon,i also have the giant map's problem,are there any walkarounds?
    - denna99, 3 years ago
  • I'll like to see the log for this bug

    Sorry, beginner question, but how do I do this?
    - carm3, 3 years ago
  • hi Gedemon,i also have the giant map's problem,are there any walkarounds?
    maybe this : try to select the huge or standard map then reselect the giant map in the custom option menu

    can't test it myself, I still can't reproduce this bug...

    Sorry, beginner question, but how do I do this?

    - Enable lua loging : open the config.ini file (in "..\My Documents\My Games\Sid Meier's Civilization 5") with notepad or any other text editor, find the line with "LoggingEnabled = 0" and replace by "LoggingEnabled = 1"
    - Launch YnAEMP, and if you still have the bug go to the "..\My Documents\My Games\Sid Meier's Civilization 5\Logs" folder, open Lua.log with your text editor, and send me a PM with a copy/paste of the content of the file with a description of your problem. (or save the log as a .txt file and post it here)


    (I've just edited the first post to add a troubleshooting section)
    - Gedemon, 3 years ago
  • maybe this : try to select the huge or standard map then reselect the giant map in the custom option menu

    can't test it myself, I still can't reproduce this bug...



    - Enable lua loging : open the config.ini file (in "..\My Documents\My Games\Sid Meier's Civilization 5") with notepad or any other text editor, find the line with "LoggingEnabled = 0" and replace by "LoggingEnabled = 1"
    - Launch YnAEMP, and if you still have the bug go to the "..\My Documents\My Games\Sid Meier's Civilization 5\Logs" folder, open Lua.log with your text editor, and send me a PM with a copy/paste of the content of the file with a description of your problem. (or save the log as a .txt file and post it here)


    (I've just edited the first post to add a troubleshooting section)

    Thanks so much for the help! Am out of town so won't have a chance to play till next week, but will send you a message then.
    - carm3, 3 years ago
  • I'm unable to play, the mod crashes the game as soon as the leaderhead appears. I can play Shigg's earth map and the Legendary map, but not this one! Have tried reinstalling quite a few times, and all kinds of options, and it always just crashes. Here's the LUA log, and thanks for any help!
    - TorreyH, 3 years ago
  • I'm unable to play, the mod crashes the game as soon as the leaderhead appears. I can play Shigg's earth map and the Legendary map, but not this one! Have tried reinstalling quite a few times, and all kinds of options, and it always just crashes. Here's the LUA log, and thanks for any help!

    thanx for the report, I think it's a problem with the CS mods and the fact that dependancy can't be set...

    I'll made the CS completly stand-alone mods in next version, as a quick fix you can do one of the following :
    - disable the YnAEMP CS mod from the mod menu
    - or delete / rename the file MinorCivAdded.xml from the "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\Yet (not) Another Earth Maps Pack (v 6)\XML" folder
    - Gedemon, 3 years ago
  • thanx for the report, I think it's a problem with the CS mods and the fact that dependancy can't be set...

    I'll made the CS completly stand-alone mods in next version, as a quick fix you can do one of the following :
    - disable the YnAEMP CS mod from the mod menu
    - or delete / rename the file MinorCivAdded.xml from the "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\Yet (not) Another Earth Maps Pack (v 6)\XML" folder

    Renamed to MinorCivAdded.bak, and attempted to run the mod both with and without the CS mod enabled. Takes a few seconds longer on the leaderhead screen before it crashes. GEM was my favorite map for Civ4, would really love to get this working.
    - TorreyH, 3 years ago
  • If you already tried to clean the cache, then it could be a hardware issue, how many memory do you have and which version of windows do you use ?

    you can try the giant map (http://forums.civfanatics.com/showthread.php?t=395119) alone, if it crash at load, then it's most surely hardware related.

    I'm sorry that I can't give a real estimation of the cpu/ram needed for the giant map, but I recommand a quadcore with more than 4GB ram running on win7 64.
    - Gedemon, 3 years ago
  • Gedemon,

    Is there a way to pass the 44 City States limit? I really would like to have 100 CS to fill the world a bit more.

    I tried to add CS's in MinorCivAdded.xml but no luck.. Can u help me?

    You should also add a function to put more CS in next version :)
    - master28, 3 years ago
  • Gedemon,

    Is there a way to pass the 44 City States limit? I really would like to have 100 CS to fill the world a bit more.

    I tried to add CS's in MinorCivAdded.xml but no luck.. Can u help me?

    You should also add a function to put more CS in next version :)

    that can't be done without the c++ SDK.

    and that's the reason why I've separated the CS mod from the map mod, even if you have a MinorCivilizations table with 60+ city-states to choose from, only 40 (or 41 don't remember) randomy selected by the game engine will be on your map...
    - Gedemon, 3 years ago
  • that can't be done without the c++ SDK.

    and that's the reason why I've separated the CS mod from the map mod, even if you have a MinorCivilizations table with 60+ city-states to choose from, only 40 (or 41 don't remember) randomy selected by the game engine will be on your map...
    damn :(

    But you say its possible with c++ SDK but is it easy to do? I hope someone can do this.
    - master28, 3 years ago
  • If you already tried to clean the cache, then it could be a hardware issue, how many memory do you have and which version of windows do you use ?

    you can try the giant map (http://forums.civfanatics.com/showthread.php?t=395119) alone, if it crash at load, then it's most surely hardware related.

    I'm sorry that I can't give a real estimation of the cpu/ram needed for the giant map, but I recommand a quadcore with more than 4GB ram running on win7 64.



    The regular Giant map also crashes on load. I really thought my system could handle it:

    AMD Phenom II X4 3.20GHz
    4 GB RAM
    GeForce GTX 460
    Windows 7 Home 32-bit
    - TorreyH, 3 years ago
  • damn :(

    But you say its possible with c++ SDK but is it easy to do? I hope someone can do this.If it's as Civ4, it won't be difficult, now we don't know when the c++ code will be available...

    and there are already a lot to fix in the existing parts of the SDK, so...

    The regular Giant map also crashes on load. I really thought my system could handle it:

    AMD Phenom II X4 3.20GHz
    4 GB RAM
    GeForce GTX 460
    Windows 7 Home 32-bit
    Well, if it can't, there are still a lot of people that won't be able to load it neither... but as I said, if the regular map crash, then it's most certainly not a mod problem, sorry.
    - Gedemon, 3 years ago
  • Every time i try to play, when the game loads up i get an automatic defeat. How do i rectify this?
    - angusrchen, 3 years ago
  • well, as said, I'll like to see the log for this bug ;)
    - Gedemon, 3 years ago
  • Hi,

    This is the first mod I used and it's exactly what I wanted. Thanks a bunch!

    However I have a slight problem. On a Huge map I always have the Inca ending up somewhere around Guatemala instead of Peru, because the CS Tinkal is in the way. I tried this with various amounts of civs, CSes and CS separation and I keep having that problem.

    Here are some screens:
    - necrodethmortem, 3 years ago
  • yeah, thanx for the report, I swapped the start position by mistake, it will be corrected in next version of the map (soon).
    - Gedemon, 3 years ago
  • v0.7 is out, get it here (http://forums.civfanatics.com/downloads.php?do=file&id=15875) !

    change log :

    v0.7 (Jan 31, 2011):
    - added a third independant City State mod "extended" with 45 CS with TSL. Due to game engine limitation, only 41 can be loaded, and on those, some may be erased at start because of overlapping start location.
    - tweaked the default CS mod (remove some overlapping CS transfered to the "extended" mod)
    - added Lisbon (Portugal) City-State in default and extended CS mods
    - fix Inca/Maya starting position on huge map
    - Ynaemp city State Leaders mod is now independant
    - Compatibility check (only one city state mod allowed) added to the custom setup screen
    - lots of small tweaks to prepare the (future) inclusion of Dynamic History mod
    - added some more debug output to track the wrong map loading bug
    - added Potoso position on the Giant Map (if the DLC is available)
    - Gedemon, 3 years ago
  • That was fast! Glad I could help somehow.

    Edit: I installed the new version and there doesn't seem to be any difference with the unmodded civ :confused:
    - necrodethmortem, 3 years ago
  • Hey Gedemon, a quick question. How easy/hard would it be to use the same method of making TSLs without using scenarios?

    Is it just the XML files, or is there more to it?
    - The Loot, 3 years ago
  • That was fast! Glad I could help somehow.

    Edit: I installed the new version and there doesn't seem to be any difference with the unmodded civ :confused:
    please, what do you mean by "unmoded civ" ? the map is not loading, there are no TSL, or the inca still start at a wrong location on huge map ?


    Hey Gedemon, a quick question. How easy/hard would it be to use the same method of making TSLs without using scenarios?

    Is it just the XML files, or is there more to it?
    There's more to it, the XML is just an easy way to allow modification without re-programming the lua files.

    More specifically, the civ placement is made by the functions PopulateWorld () and GetStartingPositionCiv(civID) in YnaemLoading.lua, called from MapGenerator.lua during map loading...

    Adding a new map to the mod can be done, and I'll do it at some point, but it's not as simple as fixing new TSL for the existing maps in XML, it'll need also a few array editing in YnaemDefines.lua which I sadly had'nt well documented at this time.
    - Gedemon, 3 years ago
  • please, what do you mean by "unmoded civ" ? the map is not loading, there are no TSL, or the inca still start at a wrong location on huge map ?I meant it is just like there is no mod at all. If I set up a game, I have no TSL or anything.
    - necrodethmortem, 3 years ago
  • I meant it is just like there is no mod at all. If I set up a game, I have no TSL or anything.

    no custom menu then ? mod still activated ?

    if you still have the old version in your mod folder, can you try to delete or move it elsewhere then try again ?
    - Gedemon, 3 years ago
  • I had deleted the previous version, but I forgot to activate the new one :mischief:

    But now there seems to be a problem with the CSes. I could only go to 11 (no pun intended), but on the map there were far more and not on their true location. See the screens included.

    PS sorry for the hassle and poor nomenclature. I'm completely new, not only to the forums, but also to Civilization. :crazyeye:
    - necrodethmortem, 3 years ago
  • I had deleted the previous version, but I forgot to activate the new one :mischief:

    But now there seems to be a problem with the CSes. I could only go to 11 (no pun intended), but on the map there were far more and not on their true location. See the screens included.

    PS sorry for the hassle and poor nomenclature. I'm completely new, not only to the forums, but also to Civilization. :crazyeye:

    oups, I forgot to post the updated version of Madeira's City State :blush:

    Please try to delete the previous one and install this one (http://forums.civfanatics.com/attachment.php?attachmentid=281280&stc=1&d=1296601428), if I remember correctly, this is one very strange bug occuring even when the mod is not activated but simply present in the mod folder...


    btw, I forgot this line in the mod change for v0.7 :

    - Madrid and Cuzco automatically removed from database when using newworld DLC

    This will allow the use of the CS mod on other maps without having both Madrid City State and Spain civ in game...
    - Gedemon, 3 years ago
  • Hi Gedemon, installed your mod today and installed it as you say, however every time I start a game, I automatically loose as soon as the game starts...you have any idea how to get around that problem?

    Edit: Tried both huge & giant maps...
    - Don_Ruby, 3 years ago
  • Hi Gedemon, installed your mod today and installed it as you say, however every time I start a game, I automatically loose as soon as the game starts...you have any idea how to get around that problem?

    Edit: Tried both huge & giant maps...

    no, I don't know what's causing this bug, but if you could post your Lua.log after trying to launch the game, it would help to track it. (see troubleshooting section of first post)
    - Gedemon, 3 years ago
  • ok, here is the log
    - Don_Ruby, 3 years ago
  • ok, here is the log
    thank you !

    seems that the mod as installed itself directly into the mod folder, for example for the map script, instead of

    "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\Earth_Huge_blank.Civ5Map"

    you should have

    "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\Yet (not) Another Earth Maps Pack (v 7)\Earth_Huge_blank.Civ5Map"



    did you use the in game mod browser to install the mod, or did you unpack it with 7zip directly ?

    can you try to create a folder named "Yet (not) Another Earth Maps Pack (v 7)" in your "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\" folder then move (not just copy, move or delete then extract again) the ynaemp files in it and report if it works now please ?
    - Gedemon, 3 years ago
  • Ok, so tried move it to the folder, didn't work...then reinstalled the mod, this time it got directly in the map but I still get defeated as soon as the game starts, maybe help to tell you that all area of land you usually see when the game start is just gray to me? resending the log file if there are anything else you can find...and thanks for taking the time! :)
    - Don_Ruby, 3 years ago
  • can you do a search in your "..\My Documents\My Games\Sid Meier's Civilization 5\MODS\" folder to check if you have more than one file called YnaemInGame.lua please, because the beginning of the log say that you're using v7 of the mod, but the final lines are a message from the previous v6 version of YnaemInGame.lua...

    if you had previous version of the ynaemp (or older version of my maps) mod installed, try to delete them all, not just unselect them, and delete also the cache folder (see first post again) before retrying.
    - Gedemon, 3 years ago
  • Ok, so I searched around and i couldn't find another YnaemInGame.lua, although I start to think that maybe it don't load the map for some reason and thats why I can't see anything but a white fog before loosing...had only the Earth_(size)_blank.civ5map in there so tried dl the old version giant map and noticed it had a lot more .civ5map files in there. Just moved all of them to the new v7 map but still no luck...
    - Don_Ruby, 3 years ago
  • The actual map packs works in a totally different way, it just need one blank map then it initialize it, and the old maps are not needed.

    I'm out of option for you, just one more thing : try my actual development version (http://forums.civfanatics.com/attachment.php?attachmentid=281413&stc=1&d=1296690945) to see if the lua output change please
    - Gedemon, 3 years ago
  • Hi,
    Great maps mate,just one bug i found-If i choose india as my civ and leave the rest of civ at random sometimes i get wrong startup location but when i manualy select all civs i get correct lcoations.
    thanks
    - khudilo, 3 years ago
  • Ok anyway, thank you for trying to out!

    Unfortunately I had no luck with your new version either, attaching the lua log.
    - Don_Ruby, 3 years ago
  • Hi,
    Great maps mate,just one bug i found-If i choose india as my civ and leave the rest of civ at random sometimes i get wrong startup location but when i manualy select all civs i get correct lcoations.
    thanks
    that's a new one, congrats ! :D

    but I can't reproduce it here after a few try, is it a random bug ? happens on all maps ?

    Ok anyway, thank you for trying to out!

    Unfortunately I had no luck with your new version either, attaching the lua log.
    mmm, check also the game folder itself for YnaemInGame.lua, I've just noticed that it appears as a vanilla file would do in the log, it should have the full mod path append before it as for YnaempSetup...
    - Gedemon, 3 years ago
  • oups, I forgot to post the updated version of Madeira's City State :blush:

    Please try to delete the previous one and install this one (http://forums.civfanatics.com/attachment.php?attachmentid=281280&stc=1&d=1296601428), if I remember correctly, this is one very strange bug occuring even when the mod is not activated but simply present in the mod folder...


    btw, I forgot this line in the mod change for v0.7 :

    - Madrid and Cuzco automatically removed from database when using newworld DLC

    This will allow the use of the CS mod on other maps without having both Madrid City State and Spain civ in game...I didn't know what you meant with "delete the previous one". I installed that mod you linked to and when I activated it, I got what's on the screenshot. After going back and try again I had the normal menu, but I could only choose Giant Earth. If I disable it I have the same as my previous post.
    - necrodethmortem, 3 years ago
  • I downloaded this mod last night, and I have to say excellent work. I can't say how pleased I am to finally have a good Earth map to play on in Civ 5. Thank you. :)

    I've been playing as Britain (NOT England ;)), and would love to make some suggestions on how to improve the map. I figured the best way to get across my thoughts would be to alter the map in the world builder and post a picture:

    http://img11.imageshack.us/img11/1764/britain.jpg

    As you may notice, I've extended the north of Scotland by one tile which makes it look a good deal better. I've removed the mountains, as there's nothing remotely tall enough here to be represented in that way. Ive also added a few forests etc.

    Also, I've drawn the south west of England in by a tile, which makes it look better imo.

    I'm not entirely sure as yet how the resource placement works, but if you were planning at any point to include an option of permanent resources, I've also included some suggestions. Hopefully you find that of some use.

    Also, if possible, I'd suggest altering the Edinburgh city-state to Glasgow, making it maritime and moving it two tiles west. Although Edinburgh is the capital, Glasgow was by far the more important city historically.

    KUTGW :)
    - OutOfFaze, 3 years ago
  • Hello! This map looks AMAZING! Haven't downloaded the map and little tweaks and addons, but I will soon. I have one question, is Spain, Inca, Babylon, and Mongolia included in this? All I really care about is Spain, pretty much.
    - Oohforf, 3 years ago
  • Great work on the maps! I do have a question though, I played as England on the Giant map the other day and when I got around the Industrial era it was taking like 2 minutes or longer to finish loading each turn by the time it got done processing all the moves for the AI cities and city-states. After a while it got irritating and I finally quit because it was taking forever just to make it through 10-20 turns.

    How do the rest of you play with the Giant map? Do you have the same long loading times between completing each turn or are there certain settings you can turn down that help with the loading times? I have a farely high end PC with more than enough RAM and I'm running at 2560x1600 resolution with all settings maxed but playing on Giant maps just really causes things to come to a crawl.
    - burningrave101, 3 years ago
  • I didn't know what you meant with "delete the previous one". I installed that mod you linked to and when I activated it, I got what's on the screenshot. After going back and try again I had the normal menu, but I could only choose Giant Earth. If I disable it I have the same as my previous post.
    try to go in your mod folder ("..\My Documents\My Games\Sid Meier's Civilization 5\MODS") and delete the "Ynaemp Madeira Minor Civs" folders

    I downloaded this mod last night, and I have to say excellent work. I can't say how pleased I am to finally have a good Earth map to play on in Civ 5. Thank you. :)

    I've been playing as Britain (NOT England ;)), and would love to make some suggestions on how to improve the map. I figured the best way to get across my thoughts would be to alter the map in the world builder and post a picture:

    http://img11.imageshack.us/img11/1764/britain.jpg

    As you may notice, I've extended the north of Scotland by one tile which makes it look a good deal better. I've removed the mountains, as there's nothing remotely tall enough here to be represented in that way. Ive also added a few forests etc.

    Also, I've drawn the south west of England in by a tile, which makes it look better imo.

    I'm not entirely sure as yet how the resource placement works, but if you were planning at any point to include an option of permanent resources, I've also included some suggestions. Hopefully you find that of some use.

    Also, if possible, I'd suggest altering the Edinburgh city-state to Glasgow, making it maritime and moving it two tiles west. Although Edinburgh is the capital, Glasgow was by far the more important city historically.

    KUTGW :)thanx for the suggestions, I'm a bit reserved on scaling up UK again, but I may tweak it following some of the rest of your post (except there's no permanent resources planned atm) :D

    Hello! This map looks AMAZING! Haven't downloaded the map and little tweaks and addons, but I will soon. I have one question, is Spain, Inca, Babylon, and Mongolia included in this? All I really care about is Spain, pretty much.yep, the mod is all DLC compatible.

    Great work on the maps! I do have a question though, I played as England on the Giant map the other day and by the time I got around the Industrial era it was taking like 2 minutes or longer at times to finish loading each turn wby the time it got done processing all the moves for the AI cities and city-states. After a while it got irritating and I finally quit because it was taking forever just to make it through 10-20 turns.
    That's an issue for all computers with this size of map. It may help to use mod(s) that force city placement at 3-4 tiles instead of the actual ICSing AI.

    I'm actually trying to add a "dynamic history" mod for the Giant Map, and that'll be something I'll have to add in.
    - Gedemon, 3 years ago
  • Hi again Gedemon!

    Still didn't get it to work, same problems as before...

    However I will keep trying around a bit more and let you know if i find something out ;)
    - Don_Ruby, 3 years ago
  • "That's an issue for all computers with this size of map. It may help to use mod(s) that force city placement at 3-4 tiles instead of the actual ICSing AI."

    Theres a mod I would use! AI ICSing is ruining the fun for me. Can u give me the name of a city placement mod (cant find one my self..)
    - Drogear, 3 years ago
  • there's the Saner AI City Locations mod available on the hub, the Large Scale Mod (http://forums.civfanatics.com/showthread.php?t=388217), and surely others.
    - Gedemon, 3 years ago
  • i installed the mod properly but when i start the game it shows "you've been defeated" screen?!
    - bearyn, 3 years ago
  • i installed the mod properly but when i start the game it shows "you've been defeated" screen?!

    for those with this bug : do you have the december patch installed (and january fix) ?

    the change in the VFS may be the cause of the bug.
    - Gedemon, 3 years ago
  • for those with this bug : do you have the december patch installed (and january fix) ?

    the change in the VFS may be the cause of the bug.
    i guess i haven't any patch, should i have?
    - bearyn, 3 years ago
  • I don't now yet, but I'll like to see the log of your loading, see troubleshooting section of first post please.
    - Gedemon, 3 years ago
  • Been playing the giant map for a while and I'm very pleased! :)

    The only thing I'd like to change is to add more resources in scandinavia, sweden has had some iron mines in the history, so I'd like to put that in and some other stuff. So i was wondering which xml file I'd have to change to add this?

    Did a little resource increase in the world builder for Sweden by looking up correct locations for gold, silver and iron:
    http://img694.imageshack.us/img694/5257/sweden2.png



    And i'm also having a sugestion to add another tile, if it's possible to make a tile smaller the the standard grid size. I'm talking about Öland -> http://img715.imageshack.us/img715/8790/kartasverige.jpg (The black arrow).
    The island was a very important strategic point in the war against Denmark. The castle called "Borgholms castle" located on the island were one of Swedens most important castles, blocking Denmark from a straight path to Stockholm or an invasion in Kalmar. (http://famgus.se/Pictures/Ultra-Borgholm.jpg)

    Thx so far!

    I wouldn't be so adictive to Civ v if it weren't for this mod! :)
    - Southman, 3 years ago
  • I love playing England in your game! It really encourages me to build up instead of building out. I'm just wondering, does England have a good amount of strategic resources? I don't really see much by the time I get pass the Pre-historic era. Hmm, maybe I'm just being lazy and not researching enough.
    - Oohforf, 3 years ago
  • Is there a giant map with the starting positions? And then I play during the loading crashes.
    (Sorry, not good at English, I use translator)

    And I understand with the problems of throwing this file:
    - demonxz, 3 years ago
  • I'm probably making a silly error, but I can't find the "Custom Game" option anywhere.

    This is a brand-new, fresh Steam install of Civ 5 with no other mods (except for the automatically installed Mongol scenario).

    I placed the files in the MODS folder in my documents, and once inside Civ 5 I was able to open the mod browser and click the Install button. The mod now shows up in the browser list, but when I go to Mods -> Single Player, the only choices I see are "Setup Game" and "Load Game". Am I looking in the wrong place or have I missed a crucial step?
    - quill18, 3 years ago
  • @quill18: you need to activate the mod by clicking the green button in the mod browser, next to the mod's name.
    - GodziFa, 3 years ago
  • I've noticed a few other people have had issues with performance with this map. I understand that such a large map is going to require long turns in the later eras, and that does not bother me. However, I have noticed that I am crashing with some frequency in the later eras, and even in the early eras when I do a lot of ship movement. Is this a problem anyone else has had and if so, have you found a solution?

    I love world maps and this is the best one yet. I am only somewhat annoyed with having to reload from an auto-save every 20 turns or so.

    I have attached my DxDiag info if anyone is curious about what specs Im running with this.
    - andy52584, 3 years ago
  • I've noticed a few other people have had issues with performance with this map. I understand that such a large map is going to require long turns in the later eras, and that does not bother me. However, I have noticed that I am crashing with some frequency in the later eras, and even in the early eras when I do a lot of ship movement. Is this a problem anyone else has had and if so, have you found a solution?

    I love world maps and this is the best one yet. I am only somewhat annoyed with having to reload from an auto-save every 20 turns or so.

    I have attached my DxDiag info if anyone is curious about what specs Im running with this.

    Install windows 7 64bit, you have 8GB of RAM in your system and on windows 32bit it only uses around 3GB meaning you have 5GB of ram doing nothing. Doing this should help reduce your crashes a bit.
    - FiresForever, 3 years ago
  • Awesome Awesome Awesome
    - jtb1127, 3 years ago
  • Install windows 7 64bit, you have 8GB of RAM in your system and on windows 32bit it only uses around 3GB meaning you have 5GB of ram doing nothing. Doing this should help reduce your crashes a bit.

    Thanks. I honestly did not notice the version of Windows 7 I had installed. I'll try the 64 bit version soon and see how that goes.
    - andy52584, 3 years ago
  • My giant game always crashes after aprox. 300 turns and I never seem to get past that number of turns without a crash. I've done everything that was written down under "Troubleshooting".

    This is from the log file:

    [59942.978] Initializing Lua 5.1.4
    [60003.070] Credits: Header type not found.
    [60021.821] InstalledPanel: Refreshing Mods
    [60021.837] InstalledPanel: Refreshing Mods
    [60021.868] InstalledPanel: Refreshing Mods
    [60125.265] CivilopediaScreen: SetSelectedCategory(12)
    [60125.265] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
    [60125.343] CivilopediaScreen: SetSelectedCategory(1)
    [60125.343] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementR ebuildPopup.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementP opup.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup .lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerrit oryPopup.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup. lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup .lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup .lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopu p.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lu a
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopu p.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\GreatPersonPopup.lu a
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStri kePopup.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranch Popup.lua
    [60127.215] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.l ua
    [60128.635] Runtime Error: [string "C:\Users\Gustaf\Documents\My Games\Sid Meie..."]:216: attempt to call global 'OnLoading' (a nil value)
    [60128.635] Runtime Error: Error loading C:\Users\Gustaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Yet (not) Another Earth Maps Pack (v 7)\LUA\YnaemInGame.lua.
    [60235.854] Tutorial: City building complete
    [60248.194] NotificationPanel: Unknown Notification, Adding generic 92
    [60284.355] ProductionPopup: AdvisorControl could not be found
    - rojk, 3 years ago
  • I've had two crashes, both after about 100 turns. Can't play this map beyond that point. I need to set up logging and try again to see if I can create a relevant and perhaps useful crash log.
    - gunnergoz, 3 years ago
  • Hello i'm having problems trying to launch your mod.

    I load the mod, go to custom game, choose my civ and a couple sets (difficulty, lenght, etc.) but as soon as i get to the loading screen (with the voice-over explaining each civ) the game crashes.

    I have 1.0.1.167 patch set so the game is up to the last patch, I tryed using it with some other mods (like History in the Making) or without any other mods, and problem is still there.

    I'm attaching the log to see if you can help me figure out what the problem is.

    Thanks
    - Erudain, 3 years ago
  • China start location is in Brazil`s place, why`s that? Tried 2 times...
    - bkom, 3 years ago
  • China start location is in Brazil`s place, why`s that? Tried 2 times...

    Hmm, thats never happened to me before :o Try reinstalling the mod. I kinda had a similar problem when I played as Spain, and it was just a regular normal map.

    With the upcoming patch, they are implementing this feature: Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.

    This could be a problem for England and Japan. Since their land masses are kind of small, they won't have much room to create new cities, which could be unfortunate. I think you should release a mod, or something, that reverts that feature back to it originally was, or just get rid of city seperation via installation of the mod, or something.
    - Oohforf, 3 years ago
  • Well, I wanted to try this mod but for some reason I can't get past step 1 of installing the thing. Civ 5 can't see the file.
    - Janusi, 3 years ago
  • YnAEMP is a map pack using a custom advanced setup menu and realistic random resource placement. Now you can use a TSL map with custom option : select exactly how many and which civilizations you want in game, set your victory condition and other game options usually unavailable when using this kind of maps.


    menu screen :
    http://gedemon.free.fr/civ5/ynaemp_setup2.jpg
    option list :
    City-States : allow you to select which cities will be in game.
    - All CS : the game will randomly select the requested number of CS from the MinorCivilizations table.
    - Pre-Selection : use a specific list for the map selected
    - American Nations : the pre-selection, and native american nation in the new world

    When the Madeira's selection mod is activated, all those options are unavailable,
    and I recommand to use the preselection option with the Ynaemp Minor Civs mod activated.

    CS Placement : placement option for the city-states
    - Pre-Selection : specific list for the map selected
    - Only TSL : use only CS that have a TSL (40 available for giant earth, 23 for huge and 12 for standard)
    - Random and TSL : this option will use TSL for the CS that the script can place, and use random selection for the others or those which were too close of another civ
    - Totally random : All City States get random placement

    City-States separation : minimum distance between CS and other civs. This will not be used when using the Totally random option, and will replace randomly a CS with TSL that is placed under the minimum distance when using the Random and TSL option. When you use it with the other options, the script may not be able to place as much CS as selected in the top slider.

    Resources : a coefficient appliqued to the number of resources placed on the map. Note that by defaut the number of resource is also scaled depending of the number of players (CS included)

    Bosphorus Strait is a sea : place a sea tile between the Black Sea and the Aegean Sea. If not checked, a river will represent the Bosphorus and Dardanelles straits.

    Remove United States from game : if you want to use a random selection of civs and be sure that the USA won't be present in the new world 2000BC, then this option is for you. If you choose to play at the USA, this option will have no effect.
    It will remove the US units at the start of the game, so if you select 10 random computer civs and USA was one of them, you'll get only 9 civs in game...

    Add major deposits of strategic resources : will try to place the deposits defined in the ResourceRegionPos.xml file. Currently, all major oil and coal deposits are defined (see the <Resource_YagemGisementPosition> part of the XML).

    Use true geographic resource placement : this option will prevent some resources to be placed in the wrong region. For example, Ivory will only be found in Africa and South-Asia, you won't find spice or silk in europe, no horses in America, etc... The region position are defined in the ResourceRegionPos.xml file, and the resource exclusion is set in the ResourceRegionExclude.xml file.

    Add specific resources at starting positions : Place resources (set in the CivilizationsRequestedResource.xml file) for each civilization. You can set up to 5 resources to be placed for each civs.

    Don't scale resources with players : when checked, the resources won't be scaled to the number of players, without this, if you launch a game with 20 civs and 40 City States, you can get a map with more ressources than you may want...


    The realistic random resource placement options are only available for the giant and huge maps.


    Actual map list

    (screenshots size are relative to map size)

    - Yet Another Giant Earth Map (180x94) (http://forums.civfanatics.com/showthread.php?t=395119) : edition and convertion of Genghis Kai GEM for civ4
    http://gedemon.free.fr/civ5/ynaemp_giant.jpg

    - Yet Another Huge Earth Map (120x80) (http://forums.civfanatics.com/showthread.php?t=386850) : Dale's huge Earth edited with Europe and Japan upscaled
    http://gedemon.free.fr/civ5/ynaemp_huge.jpg

    - Standard Earth Map (80x52) (http://forums.civfanatics.com/showthread.php?t=392302) : a cordiform projection version made by smellymummy
    http://gedemon.free.fr/civ5/ynaemp_cordiform.jpg

    All civs have true starting locations for those maps. The TSL for civs and CS are set via XML files, this way custom civs and CS could be added without needing to edit the maps...


    Installation

    - Important : when updating always remove the previous version of any mod from your mod folder

    - download the civ5mod file (http://forums.civfanatics.com/downloads.php?do=file&id=15875) to your mod folder (..\My Documents\My Games\Sid Meier's Civilization 5\MODS).
    - launch civ5, go to the mod browser and click "install mod"
    - find the "Yet not Another Earth Maps Pack" line and activate the mod.
    - from the mod section, go to single player and then to custom game
    - do not use the classic set up game option, to get the new advanced setup menu, you must go in custom game, then select Yet (not) Another Earth Maps and click on Load Mod

    As a complement, there are 3 independant city-states mods with TSL designed specially for this map pack :
    - Madeira's Selection (http://forums.civfanatics.com/attachment.php?attachmentid=281280&stc=1&d=1296601428) of ancient city-states to use with the giant map only
    - YnAEMP default selection (http://forums.civfanatics.com/attachment.php?attachmentid=281117&stc=1&d=1296495967) (no overlapping start positions)
    - YnAEMP extended selection (http://forums.civfanatics.com/attachment.php?attachmentid=281116&stc=1&d=1296495967), with 45 CS with TSL. Due to game engine limitation, only 41 can be loaded in game, and on those, some may be erased at start because of overlapping start location.

    Those three add-on mods shouldn't be activated at the same time, if you do it the custom game setup menu will tell you and refuse to launch ;)

    And I strongly suggest the use of my conversion for YnAEMP (http://forums.civfanatics.com/attachment.php?attachmentid=281118&stc=1&d=1296495967) of mihaifx's City States Leaders mod (see screenshot below)
    http://gedemon.free.fr/civ5/hannibal.jpg


    Compatibility

    - Some files may need to be merged : MapGenerator.lua and WorldBuilderRandomItems.lua if they are used by another mod.
    - Those files modified by the City States Leaders mod if you use it : CityStateDiploPopup.lua, CityStateDiploPopup.xml, CityStateGreetingPopup.lua and CityStateGreetingPopup.xml
    - This mod reinitialize and change 3 resources table : Resource_TerrainBooleans, Resource_FeatureTerrainBooleans, and Resource_FeatureBooleans. Any mod updating those tables should be loaded after this one.


    Customize

    - Add a new TSL for a custom civilization / city state

    you can add a TSL for any custom civ by editing the CivilizationsStartPos.xml file (or MinorCivStartPos.xml for a city state).

    you need 2 things :
    - the civilization type name (like "CIVILIZATION_ARABIA") that you'll find in the custom civ mod files.
    - the tile location of the map you want to use it in.


    for example, if you want to add the dutch TSL on the giant map, open Earth_Giant_blank.Civ5Map in the world builder, locate the plot here (edit plot tab) and note it (I'll use plot 16,70).

    then find the tag <Civilizations_YagemStartPosition> (or <MinorCiv_YagemStartPosition> for CS) in CivilizationsStartPos.xml (or MinorCivStartPos.xml for CS), and add a row like this:


    <Row>
    <Type>CIVILIZATION_DUTCH</Type>
    <X>16</X>
    <Y>70</Y>
    </Row>

    (search/insert in the <Civilizations_YagemStartPosition> tag for the huge map and <Civilizations_CordiformStartPosition> for the standard map)

    (note that I havn't checked if "CIVILIZATION_DUTCH" is the right type, verify in the dutch mod ;) )

    save your change and try to start a game selecting the Dutch, if all civs start at random pos, then you may have made a typo in the XML file.


    you're limited to 22 major civs in game atm, if you have all the DLC then you'll have at least one civ missing in game if you use any custom civ.


    Troubleshooting

    Before reporting a bug, please try the following :
    - Delete the content of your game cache folder (..\My Documents\My Games\Sid Meier's Civilization 5\cache\)
    - Enable lua loging : open the config.ini file (in "..\My Documents\My Games\Sid Meier's Civilization 5") with notepad or any other text editor, find the line with "LoggingEnabled = 0" and replace by "LoggingEnabled = 1"
    - Launch YnAEMP, and if you still have the bug go to the "..\My Documents\My Games\Sid Meier's Civilization 5\Logs" folder, open Lua.log with your text editor, and send me a PM with a copy/paste of the content of the file with a description of your problem. (or save the log as a .txt file and post it here)


    Known bug

    - In some cases, a wrong map is loaded when selecting the giant earth map, resulting in wrong starting location for all civs (see this post (http://forums.civfanatics.com/showpost.php?p=10138388&postcount=179)). Possible workaround : try to select the huge or standard map then reselect the giant map in the custom option menu.


    To do

    - fix the wrong map loading bug (I still can't reproduce it on my PC...)
    - convert the realistic random resource placement for the standard map
    - add new natural wonders at semi-random position
    - make a dynamic history mod

    Credits and Thanx :

    Genghis Kai, Dale, smellymummy for their great maps :goodjob:
    Madeira, PseRamesses and everyone on this thread for test reports, comments, suggestions and help debugging the mod
    mihaifx for the City States Leaders mod


    Version history

    v0.7 (Jan 31, 2011):
    - added a third independant City State mod "extended" with 45 CS with TSL. Due to game engine limitation, only 41 can be loaded, and on those, some may be erased at start because of overlapping start location.
    - tweaked the default CS mod (remove some overlapping CS transfered to the "extended" mod)
    - added Lisbon (Portugal) City-State in default and extended CS mods
    - Madrid and Cuzco automatically removed from database when using newworld DLC
    - fix Inca/Maya starting position on huge map
    - Ynaemp city State Leaders mod is now independant
    - Compatibility check (only one city state mod allowed) added to the custom setup screen
    - lots of small tweaks to prepare the (future) inclusion of Dynamic History mod
    - added some more debug output to track the wrong map loading bug
    - added Potoso position on the Giant Map (if the DLC is available)

    v0.6 (Jan 16, 2011):
    - changed name of map files
    - added realistic resource placement option for huge map
    - added deposit resource placement option for huge map
    - added Rabat (Morroco) and Dakar (Senegal) City-States
    - the special selections of city states are now independant mods to prevent bugs when reloading a game
    - added background picture

    v0.5 (Dec 18, 2010):
    - compatibility: update mod for patch 1.0.1.135
    - redraw (enlarge) UK islands
    - splitted CS ingame option to selection option and placement option
    - added Madeira's selection for testing purpose on giant earth
    - added True Starting Location for Spain and Inca on all maps
    - fixed bug: no resources where placed if using civs with no TSL
    - fixed bug: don't assume that preselected civs alway exist
    - fixed bug: once selected, the "no us" option wasn't modifiable
    - tweaked civ's specific resources: added fish and fur to England, fish and pearl to Japan
    - changed separation option (minimum, close, medium, away) for CS to 2,4,6,9 tiles (was 2,5,7,10)
    - changed resource quantity option (poor, sparse, standard, abundant, riche) coefficient to 0.25, 0.5, 1, 2, 4 (was 0.33, 0.75, 1, 1.5, 2)
    - tweaked some civs starting positions on giant earth (thanx to PseRamesses)
    - compatibility: removed dependancy to ingame.xml (thanx to smellymummy)
    - merged "City States Leaders" mod by mihaifx

    v0.4 (Nov 16, 2010):
    - added option "Add specific resources at starting positions" for all maps
    - "resource quantity" and "don't scale resouce" are now available for huge and standard map
    - fixed position of Kuala Lumpur and Jakarta on huge map

    v0.3 (Nov 14, 2010):
    - fix a bug allowing (sometime a lot) more resources than needed to be placed
    - added options: one to specify the quantity of resources to place and the "don't scale the resource with number of players" option
    - tweak the resources placement
    - use better code for deposits placement
    - allow water resource to be placed really offshore

    v0.2 (Nov 12, 2010):
    - added the realistic random resource placement function
    - create the XML files to use the r.r.r. placement with the Giant map
    - some fixes and bug squashing

    v0.1 (Nov 8, 2010):
    - first release




    Dear Gedemon,

    This might sound stupid, but how do you download it?
    Sorry to disturb you

    Truly yours,
    His Awesomeness
    - HisAwesomeness, 3 years ago
  • Hello Gedemon!

    I have been coming to this site for mods since the civ 4 days, but never had a reason to register... until now :P

    I have been trying to get ynaemp to play nice for a couple days now. I've cleared most the major hurdles, but have one last problem.

    On the giant map, I started as Japan with the "place specific resources at start" option selected... after looking at the xml file, the resources I should have been starting with were iron, whales, fish, and pearls. I received none of these. I also took a look at the map to see that the rest of the civs didn't seem to be getting their resources either... Tried multiple times and got the same result. Was wondering if you might be able to shed some light on the problem?

    Some possibly helpful info:
    -I have edited the "CivilizationsRequestedResource" and "CivilizationsStartPos" xml files to make use of some custom civs (There is a typo in the resource request file, btw... CIVILIZATION_SONGHAI was misspelled as CIVILIZATION_SHONGAI)
    -I am running CCMAT II, Hukkak revised extra civs pack, and saner AI city locations
    -game in question was 18 civs on the giant map. Resources were set to standard (maybe I need to up it to abundant?) real world resource allocation on, civ specific resources on...

    Thanks in advance and sorry for the long post. Let me know if there is any advice you can give :)

    *Edit* Through the wonders of troubleshooting, I have solved my own problem... Well, half of it anyway. I removed the starting resources for the custom civs and that fixed the problem... If I wanted to add custom starting resources for a custom civ, what other files would I need to edit? Or is there some other piece of information I am missing?
    - MrFogg, 3 years ago

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