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Great map - use it often.
So I'm finally doing my "hermetic order achievement run" (typically I go Owls). I can;t see any Ley Lines on the map having uncovered Europe, Asia and the Sahara.
Appreciate it may be down to the game rules of where you can place them but should I expect any or are they not included deliberately by the map script because so many hexes will already have something on them that counts as a blocker to placement?
Just curious. Its ok - I'm playing as Julius Caesar aka "Easy mode" - Ley Lines really don't matter when you have Legions :)
1. There are too few tribal villages, and you have to research sailing before you can even get a builder to them.
2. There are no ley lines, so the hermetic order is useless.
Set the map size to huge.
Crashes in late game (500/600 turns) and sea raising ?
Or not ?
Thank you for making this awesome map! I really enjoyed it.
All DLC: 42CB96ED-7F4D-4274-C0E1FFF4B11E
Only GS: 263e3a80-9aa0-9f14-6481e8cf5074
I'm guessing one is an old version.
Thanks for the heads up, I'll test the hand-placed antiquity sites and remove them in the next update if necessary. For now you can press shift-enter to force end the turn and when you next use an archaeologist it'll fix itself and allow you to end your turn normally.
However, there's a slight game-breaking problem that needs to be addressed!
You need to remove the antiquity sites you've placed on the map by hand. Trying to excavate any of them causes archaeologists to get stuck, since these hand placed sites don't actually have any artefacts to uncover. Artefact recovery is a turn-blocking prompt, and a broken antiquity site without an artefact means the player can never progress to the next turn once encountered, and it is impossible to tell which sites are hand-placed (broken), and which were generated by the game in progress (working).
I thought I had completely screwed up my game and was very upset, but I found out that deleting the "stuck" archaeologist will remove the artefact recovery prompt, and let me continue. Costly, but worth it for continuing the game.
Other than this, the map plays very well.
My only question is: how compatible is this with YnAMP?
It's ok. It seems to be a Firaxis problem anyway. I found a mod that disables fires until they fix it. It's a great map - best map in fact.
I tested breaking the forest tiles in Siberia into smaller pieces and it resulted in forest fires becoming more prevalent in other areas of the map. Either I break every forest into very small pieces or it'll just move the problem elsewhere. I can break up some larger areas to somewhat contain the spread of high yield tiles but it seems inevitable that somewhere on the map it'll burn forever.
I need to figure out exactly how large I can make a forest before it's guaranteed to result in perpetual fire.