This map generator is capable of producing very unpredictable map shapes, while keeping continent count, separation, size in control and somewhat balanced.
New version 0.68 released!
*Updates:
- continents should no longer break in several parts
- islands!
- custom map size, continent scattering
- works with Warlords, Beyond the Sword
- mac support
Installation: extract archive to:
My Documents -> My Games -> Sid Meier's Civilization 4 -> PublicMaps
or/and
My Documents -> My Games -> Warlords -> PublicMaps
or/and
My Documents -> My Games -> Beyond the Sword -> PublicMaps
Map options:
Map size override
- No override: use standard selection (duel, tiny, huge, etc.)
- Otherwise use specified size up to 256 x 160. All sizes have aspect ratio of 1.6.
Continents
From one huge Pangaea to 18 continents. If continent distribution is set to "Smart Selection" it will make best choice to make those 18 continents fit even into duel map. However, it is not like archipelago, but if you want something close to that, decrease continent separation to 1 square.
Size of every continent depends on how many players will be in it.
Continent separation
How many water tiles should separate continents. 3 is default. Select 4 for late civilization contact.
Continent distribution
New setting. Currently you can:
- force each continent to have at least one square on equator (if thats not possible, maps size is increased to make them fit)
- make continents to be aligned in two or three rows
- make continents to be aligned to center (this is especially cool with 3 - 5 continents)
- use Smart Selection to make algorithm choose predefined way of distribution for selected amount of continents and map size
Continent shape
From "Snaky" which spreads across the map to almost round one.
Continent scattering (new)
Controls continent scattering, and coastal line smoothness.
- solid, no islands around: this is the same as was default behavior before version 0.50, solid continents
- rare small islands: less round edges, more lakes, maybe some island near continent
- common islands: this option ensures evenly distributed islands around every continent.
- many islands: more scattering
- archipelago continents: this is option for fun (or pain) - i suggest disabling one-tile islands before starting
Percentage of ocean
- From 30% to 70%.
- Minimize ocean size: algorithm tries to grow continents as long as possible.
If you select very low percentage of ocean, generation time increases dramatically.
Land near pole ice (new)
Before, it was always possible to sail around any continent, because continents could not reach pole ice. Now, this can be changed with this option.
Lonely islands (new)
Controls how many islands are created in empty ocean space. This option is affected by Ocean percentage: the higher it is, the more space for lonely islands.
- Use every empty area in ocean: this option means that algorithm will do it's best to fill empty space with islands.
- One island somewhere: creates one island somewhere, if there is space for it (usually there is, except maybe for duel maps with big islands selected)
- No islands
Lonely island size (new)
Controls size of islands. Size is computed the same way for any map size.
- Small: useful if there is some resource
- Medium: for one grown up city
- Big: varies from 1 to 3 cities
Allow one tile islands (new)
When "No" is chosen, all one-tile islands are removed. Select "Yes" if they do not annoy you
Mountains (peaks)
Controls peak distribution and grouping. Peaks should not block any terrain sections, except maybe for "extreme" setting.
Hills
Same distribution options as for peaks.
Climate variation
Climate variation controls how different climate is near poles from equator.
Humidity
It controls amount of forests, jungles, and flood plains.
Temperature
Equator temperature.
- If you want almost same climate for all map, select such temperature for equator and set climate variation to "soft".
- It is possible to generate very cold map, which would be real challenge to play . Well, if you want to try that, increase amount of flood plains, that should help
Flood plains
Controls amount and distribution of flood plains. Now there is "standard placement" setting, which is meant to make flood plains like in standard generators. There are additional flood plain modes with more of them on snow, desert and tundra, or near oceans.
Examples:
Override map size: 160×100
Climate variation: Soft
Humidity: Normal
Equator temperature: Cool (light jungle, no deserts)
Continents: 9
Continent distribution: Around center
Continent shape: Unpredictable
Continent scattering: 3 - 6 (common islands)
Lonely islands: Use every empty area in ocean
Percentage of ocean: 70%
Size: Standard
Climate variation: Soft
Humidity: Normal
Equator temperature: Cool (light jungle, no deserts)
Continents: 7
Continent distribution: Two rows
Continent shape: Unpredictable
Continent scattering: 1 - 3 (rare small islands) (default)
Percentage of ocean: 60%
Size: Huge
Climate variation: Soft
Humidity: Wet
Equator temperature: Normal
Continent shape: Unpredictable
Continents: 2 continents
Ocean: 70%
Continent islands: 1 - 3 (rare small islands)
Lonely islands: 50% of empty area
Known issues:
- If you select random continent amount, that random amount does not change if you regenerate map. Same thing happens for continent separation, climate variation, and temperature. This is called "First Time (FT) Random" in options.
- Generator so far uses standard methods for adding resources and bonuses.
- Generator uses heavy optimizations (heavy for RAM), but generation can still take long for huge maps / many continent maps / low percentage of water maps.
Versions (for both mac and windows):
Latest version: 0.68
Download version 0.68 from file database
or
Download attached file:
New version 0.68 released!
*Updates:
- continents should no longer break in several parts
- islands!
- custom map size, continent scattering
- works with Warlords, Beyond the Sword
- mac support
Installation: extract archive to:
My Documents -> My Games -> Sid Meier's Civilization 4 -> PublicMaps
or/and
My Documents -> My Games -> Warlords -> PublicMaps
or/and
My Documents -> My Games -> Beyond the Sword -> PublicMaps
Map options:
Map size override
- No override: use standard selection (duel, tiny, huge, etc.)
- Otherwise use specified size up to 256 x 160. All sizes have aspect ratio of 1.6.
Continents
From one huge Pangaea to 18 continents. If continent distribution is set to "Smart Selection" it will make best choice to make those 18 continents fit even into duel map. However, it is not like archipelago, but if you want something close to that, decrease continent separation to 1 square.
Size of every continent depends on how many players will be in it.
Continent separation
How many water tiles should separate continents. 3 is default. Select 4 for late civilization contact.
Continent distribution
New setting. Currently you can:
- force each continent to have at least one square on equator (if thats not possible, maps size is increased to make them fit)
- make continents to be aligned in two or three rows
- make continents to be aligned to center (this is especially cool with 3 - 5 continents)
- use Smart Selection to make algorithm choose predefined way of distribution for selected amount of continents and map size
Continent shape
From "Snaky" which spreads across the map to almost round one.
Continent scattering (new)
Controls continent scattering, and coastal line smoothness.
- solid, no islands around: this is the same as was default behavior before version 0.50, solid continents
- rare small islands: less round edges, more lakes, maybe some island near continent
- common islands: this option ensures evenly distributed islands around every continent.
- many islands: more scattering
- archipelago continents: this is option for fun (or pain) - i suggest disabling one-tile islands before starting
Percentage of ocean
- From 30% to 70%.
- Minimize ocean size: algorithm tries to grow continents as long as possible.
If you select very low percentage of ocean, generation time increases dramatically.
Land near pole ice (new)
Before, it was always possible to sail around any continent, because continents could not reach pole ice. Now, this can be changed with this option.
Lonely islands (new)
Controls how many islands are created in empty ocean space. This option is affected by Ocean percentage: the higher it is, the more space for lonely islands.
- Use every empty area in ocean: this option means that algorithm will do it's best to fill empty space with islands.
- One island somewhere: creates one island somewhere, if there is space for it (usually there is, except maybe for duel maps with big islands selected)
- No islands
Lonely island size (new)
Controls size of islands. Size is computed the same way for any map size.
- Small: useful if there is some resource
- Medium: for one grown up city
- Big: varies from 1 to 3 cities
Allow one tile islands (new)
When "No" is chosen, all one-tile islands are removed. Select "Yes" if they do not annoy you
Mountains (peaks)
Controls peak distribution and grouping. Peaks should not block any terrain sections, except maybe for "extreme" setting.
Hills
Same distribution options as for peaks.
Climate variation
Climate variation controls how different climate is near poles from equator.
Humidity
It controls amount of forests, jungles, and flood plains.
Temperature
Equator temperature.
- If you want almost same climate for all map, select such temperature for equator and set climate variation to "soft".
- It is possible to generate very cold map, which would be real challenge to play . Well, if you want to try that, increase amount of flood plains, that should help
Flood plains
Controls amount and distribution of flood plains. Now there is "standard placement" setting, which is meant to make flood plains like in standard generators. There are additional flood plain modes with more of them on snow, desert and tundra, or near oceans.
Examples:
Override map size: 160×100
Climate variation: Soft
Humidity: Normal
Equator temperature: Cool (light jungle, no deserts)
Continents: 9
Continent distribution: Around center
Continent shape: Unpredictable
Continent scattering: 3 - 6 (common islands)
Lonely islands: Use every empty area in ocean
Percentage of ocean: 70%
Size: Standard
Climate variation: Soft
Humidity: Normal
Equator temperature: Cool (light jungle, no deserts)
Continents: 7
Continent distribution: Two rows
Continent shape: Unpredictable
Continent scattering: 1 - 3 (rare small islands) (default)
Percentage of ocean: 60%
Size: Huge
Climate variation: Soft
Humidity: Wet
Equator temperature: Normal
Continent shape: Unpredictable
Continents: 2 continents
Ocean: 70%
Continent islands: 1 - 3 (rare small islands)
Lonely islands: 50% of empty area
Known issues:
- If you select random continent amount, that random amount does not change if you regenerate map. Same thing happens for continent separation, climate variation, and temperature. This is called "First Time (FT) Random" in options.
- Generator so far uses standard methods for adding resources and bonuses.
- Generator uses heavy optimizations (heavy for RAM), but generation can still take long for huge maps / many continent maps / low percentage of water maps.
Versions (for both mac and windows):
Latest version: 0.68
Download version 0.68 from file database
or
Download attached file: