Edit by jobe: LDeska created mirrored versions of Pangae and Continents following the tradition of his great maps from Civ4. While mirrored maps may not be everyone´s choice in Single Player, they are - now in Civ5 more then ever - very important for Multi Player.
Especially if you plan on playing a duel, the mirroed Pangae could be a great choice since while allowing for lots of attack angles it provides equal resources and land to both players.
I created this map script for our ranking games. It is ideally mirrored - terrain, rivers, features, natural wonders, starting positions etc (I haven't mirrored ruins as we do not use this random aspect of game).
Example of map generated by this script:
Original thread: http://civilization.org.pl/forum/viewtopic.php?t=15006
Map script: http://civilization.org.pl/forum/download.php?id=999
Installation: put this map in C:\Program Files\Steam\steamapps\common\sid meier's civilization v\Assets\Maps\
Warning: do not put it in "My Documents\..." - it will cause problems when other player will have it in correct location and you will try to play together
Comments are welcomed, I hope that this map script will be as popular as my mirrored map script for Civ4 LD_Mirror_Inland_Sea (version 1,2,3)
Mirror_Continents is described in this thread.
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Mirrored Pangae and Continents Maps for Civ5
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by DanQBring it on. The two-hundred-and-sixteenth episode of PolyCast, "What's Next", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" are joined by returning guest co-host "DarkestOnion". It carries a runtime of 59m59s.
Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.-
Channel: Civ5
December 13, 2014, 12:42 -
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by AesonAn interesting article at The Escapist about Civilization and some of the goings-on behind the scenes at Firaxis:
http://www.escapistmagazine.com/arti...s-Civ-V-Studio
I have a lot of problems with the methods Firaxis tested this with. Turning off barbs, limiting AI expansion ... those are two critical factors for how big an impact waiting to found your first city will be.
I myself like to move the other unit first, see if there's a good spot to move the Settler to in a couple of turns or less. A river hill is is hard to pass up moving to. The extra production from the hill will pay off the first move very quickly.
How about you? In what circumstances do you feel moving the Settler is a good idea?...-
Channel: Civ5
March 1, 2014, 00:41 -
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Channel: Civ5
January 16, 2013, 01:03 -
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by Orange46Civilization 5 Patch 1.0.2.13 has been released. That is the big patch announced for this fall. It contains many fixes and tweaks and also support for Windows 8 touch screen support. Here is the list with full patch notes highlighted are the things that were not in the announcement earlier this year:
BUG FIXES
General- Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay.
Civilizations and Traits- Ottoman naval upkeep is now fixed. Save games that were started before the fix will not be corrected.
- German UA and Oligarchy social policy now work together correctly.
City States- Mercantile CS now only get a unique luxury for their first city (and not the cities they conquer). Unique luxury is removed upon capture (players can no longer get it by taking over a CS). Unique luxury is given back upon liberation.
- Prevent double counting of resources when an improvement is gifted to a minor civ, then the minor civ techs up to activate the improvement.
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Channel: Civ5
November 6, 2012, 18:47 -
A new Civilization 5 patch has been announced by 2K Greg on 2K Games Forums. Here are the Civ5 patch notes and what 2K Greg says about: Here's a fun surprise for you guys to read over the weekend: Patch notes for the upcoming "Fall Patch!" There's no ETA for this patch at the moment other than "fall" There are some popular requests in here that I bet will make some of you very happy. And so without further ado: Modding Addendum The DLL source code will be released with the fall patch, allowing modders to compile modified DLLs for their Civilization V mods. BUG FIXES General Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay. ...
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Channel: Civ5
September 29, 2012, 20:20 -