By "land mass numbering" I'm refering to the number the game assigns to each seperate land mass; those that aren't connected to another tile of another land mass. When you're in view mode, and you see the coordinates of the tile in parentheses, eg (120,78)3, that 3 refers to the land mass number.
It's well known that there can't be more than 63 land masses before you're warned that the AI might be impaired, but does anyone have any theories as to how it is impaired? Any new land masses after 63 are still numbered "63", so it might be a problem with how it regards cities located on land mass no.63 when they're scattered all over the globe.
Before I can on, could someone (Mercator...) please tell me if the number is dynamic? What I'm thinking of doing is starting a new scenario using a map base which initially seperates major continents, ie North and South America would previously be considered as being on the same land mass because they are connected by adjoining tiles, even though it's diagonal. I can also do this to split Africa, and Europe, from the rest of Asia. Africa's obviously easier; for Europe I need to remove large strips across the caucuses, and then from the Aral sea through the urals to the top, whilst winding my way around rivers. For others, I'm going to group some island clusters together for the starting .mp file so they're considered the same land mass. When in the game, I can use the terrain editor to restore the map to what it was, but this would be for nothing if the game re-numbers the land masses, and Africa, Europe, and Asia become one - again.
I remember something in the manual about higher trade bonuses for cities on different land masses...I think "across the ocean" was how they put it. So that's obviously one factor. Combat might be completely screwed up, OTOH, we shall have to see. I'm thinking one application might be to split a map into various heartlands - purely for cosmetic reasons. I think I might also need to hex-edit the numbers for the land I'm putting back in, otherwise they might remain "0" (ocean).
Any thoughts?
It's well known that there can't be more than 63 land masses before you're warned that the AI might be impaired, but does anyone have any theories as to how it is impaired? Any new land masses after 63 are still numbered "63", so it might be a problem with how it regards cities located on land mass no.63 when they're scattered all over the globe.
Before I can on, could someone (Mercator...) please tell me if the number is dynamic? What I'm thinking of doing is starting a new scenario using a map base which initially seperates major continents, ie North and South America would previously be considered as being on the same land mass because they are connected by adjoining tiles, even though it's diagonal. I can also do this to split Africa, and Europe, from the rest of Asia. Africa's obviously easier; for Europe I need to remove large strips across the caucuses, and then from the Aral sea through the urals to the top, whilst winding my way around rivers. For others, I'm going to group some island clusters together for the starting .mp file so they're considered the same land mass. When in the game, I can use the terrain editor to restore the map to what it was, but this would be for nothing if the game re-numbers the land masses, and Africa, Europe, and Asia become one - again.
I remember something in the manual about higher trade bonuses for cities on different land masses...I think "across the ocean" was how they put it. So that's obviously one factor. Combat might be completely screwed up, OTOH, we shall have to see. I'm thinking one application might be to split a map into various heartlands - purely for cosmetic reasons. I think I might also need to hex-edit the numbers for the land I'm putting back in, otherwise they might remain "0" (ocean).
Any thoughts?
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