Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Balanced Starts [PBC LEGACY]
Showing 51-60 of 74 entries
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Update: 21 Feb, 2019 @ 12:03am

reverted extra food on grass/plains floodplains tiles

Update: 17 Feb, 2019 @ 5:03pm

Made the production buffs around capitals more iterative instead of spamming a ton of production on a single tile. Also, added 1 food to grassland and plains floodplains.

Update: 16 Feb, 2019 @ 1:43am

Now works with Gathering Storm

Update: 19 Jul, 2018 @ 9:19am

reverted tundra back to .65 threshold

Update: 16 Jun, 2018 @ 6:58pm

Undid the extra regions... seems to be creating too many "bald spots". This means the no settler bug will be more prevalent.

Update: 12 Jun, 2018 @ 12:44pm

Apparently random numbers causes everyone to view different stuff, so the maps must be generated locally the same as they are by the host. Reverted to an algortihm that does the same as the previous one, but without being fully random.

Update: 12 Jun, 2018 @ 9:39am

The no settler bug still showing it's head due to not accounting for all numerical possibilities... Instead of using modulo, it now randomizes the array to pull start plots from.

Update: 11 Jun, 2018 @ 10:39pm

Much better spawn algorithm for both major civs and city states.

Major civs and city-states now have double the chance to get a good spawn, which reduces the chances of no settler and also reduces the chances for a city-state to not spawn.

The no settler bug should be very rare and only happen on maps that are generated smaller than they really should be, and large amounts of empty space should really only happen on maps larger than they really should be. The empty space was happening much more frequently with the old algorithm.

Update: 27 May, 2018 @ 11:21am

- Made the no-settler bug waaaay more rare... should hardly ever see it now

Update: 23 May, 2018 @ 11:30pm

- set max map retries due to no settler to 10 instead of infinite loop
- made tundra/desert crap starts less probable