I was curious how far we can push the envelope when it comes to factions per huge map. I created 52 generic factions and started a game with them. The game crashed during map load. I slowly decremented the amount until I found a number that worked. That number was 25 (I didn't test between 26-29, but 30 crashes).
I suspected the issue was related to space between starting points, or some other constraint on the map building process, so I went into ElementalDefs and reduced the space between start locations from 10 to 2. It had no effect on the game as far as generating a map successfully.
So on to my question!
I still suspect that adding too many factions per map is causing a crash because the map is just not big enough to meet the starting conditions for that many factions. With that said, what else should I be looking at in the XML that may cause the issue?
I had 26 factions + mine in 0.75. However I made giant map size that was 12x8 for that purpose. I'd get crashes first 50 or so turns but the game would stabilize later on.
This is good information. It tells me that it does have something to do with the map gen giving up when trying to place the usual starting resources etc for each player.
I've generated custom map sizes in the past with long load time for the initial map gen, and had the same experience as you as far as stability goes. I'm not opposed to creating a ridiculous sized map to get more factions on it at a time, but I'd also like to attack the issue by reducing the requirements per faction start position as well. I'll take another look at it and see what I can find. Thanks for the info!
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