Ok, that may not make a whole lot of sense for a subject
This is the map script used in my World Piece mod without the custom terrains so it will work for standard BtS games or with other mods, it should also work with Warlords but I'm not sure whether or not it will work with vanila Civ4.
The majority of the code used to create this script is from cephalo's PerfectWorld.py map script, so he deserves the majority of the credit, I just tweaked it to work better with my mod and then I had some requests to post a version that would work without my custom terrains. Additionally, full credit for the 'Earth Like' continents option goes to GRM7584's Earth2.py map script.
How it works:
The biggest difference, thanks to the PerfectWorld script is that the world is created as a heightmap first, the heightmap is then modified by plate tectonics to build the continents and mountains and finally used to generate the appropriat plot types. The climate is simulated using rainfall and wind data appropriate for the surface of the world and then used to place the terrain types and features.
My changes focus on a few specific aspects of the map generator making it produce substantially different results than you will see with PerfectWorld.py. Once the heightmap is generated I apply an overlay using standard fractal layers to encourage continent distribution. In the case of the earth-like option the layering has a very strong effect to ensure that the continents are recognizable, in all other instances the layers is much more subtle. This means that while specific continents are encouraged they aren't forced, this can result in some extremely random worlds. After the layers have been applied, if new worlds are allowed and pangaea type continents are suppressed the map script will generate two random oceanic trenches that will start evenly spaced. This will almost always ensure that there is enough separation between continents to prevent travel by land or galley. Additionally, there will be no land in direct contact with the top or bottom map edges (but it may be very close), land in the polar regions will have a tendancy to be more broken up and arid regions will have a tendancy to contain fewer hills and peaks.
The intention is to generate interesting continent shapes that are far less predictable (except in the case of earth-like continents) than they are on standard maps and to make various 'new world' areas (if enabled) without forcing specific new world rules by hemisphere like the terra script does. I also really like the presense of 'tactical' mountain ranges instead of scattered peaks as well as the realistic island chains and find the pangaea's created with this script to be much more interesting than those generate by the standard script.
This mapscript will not be updated specifically however I will keep it up to date with any changes implemented in the 'official' World Piece map script used in my mod. I will keep an eye on this thread though so feel free to post comments, requests or bug reports (Kudos are best sent to cephalo as I really didn't do that much to his script all things considered). Unfortunately, the biggest advantage of this mapscript is the custom terrains which will not be enjoyed without using the full mod, however the worlds created can still be quite good.
There are two files available:
World_Piece_Vanila.zip is the map script, put it in your PublicMaps folder (mod or custom assets).
World_Piece_OptionText.zip is the xml containing the text for the option pull-downs in the map script, it isn't required but its quite annoying without it. Extract this single xml file into your assets/xml/text folder (mod or custom assets), it will not overwrite any other files and contains only the text data so it's harmless.
This is the map script used in my World Piece mod without the custom terrains so it will work for standard BtS games or with other mods, it should also work with Warlords but I'm not sure whether or not it will work with vanila Civ4.
The majority of the code used to create this script is from cephalo's PerfectWorld.py map script, so he deserves the majority of the credit, I just tweaked it to work better with my mod and then I had some requests to post a version that would work without my custom terrains. Additionally, full credit for the 'Earth Like' continents option goes to GRM7584's Earth2.py map script.
How it works:
The biggest difference, thanks to the PerfectWorld script is that the world is created as a heightmap first, the heightmap is then modified by plate tectonics to build the continents and mountains and finally used to generate the appropriat plot types. The climate is simulated using rainfall and wind data appropriate for the surface of the world and then used to place the terrain types and features.
My changes focus on a few specific aspects of the map generator making it produce substantially different results than you will see with PerfectWorld.py. Once the heightmap is generated I apply an overlay using standard fractal layers to encourage continent distribution. In the case of the earth-like option the layering has a very strong effect to ensure that the continents are recognizable, in all other instances the layers is much more subtle. This means that while specific continents are encouraged they aren't forced, this can result in some extremely random worlds. After the layers have been applied, if new worlds are allowed and pangaea type continents are suppressed the map script will generate two random oceanic trenches that will start evenly spaced. This will almost always ensure that there is enough separation between continents to prevent travel by land or galley. Additionally, there will be no land in direct contact with the top or bottom map edges (but it may be very close), land in the polar regions will have a tendancy to be more broken up and arid regions will have a tendancy to contain fewer hills and peaks.
The intention is to generate interesting continent shapes that are far less predictable (except in the case of earth-like continents) than they are on standard maps and to make various 'new world' areas (if enabled) without forcing specific new world rules by hemisphere like the terra script does. I also really like the presense of 'tactical' mountain ranges instead of scattered peaks as well as the realistic island chains and find the pangaea's created with this script to be much more interesting than those generate by the standard script.
This mapscript will not be updated specifically however I will keep it up to date with any changes implemented in the 'official' World Piece map script used in my mod. I will keep an eye on this thread though so feel free to post comments, requests or bug reports (Kudos are best sent to cephalo as I really didn't do that much to his script all things considered). Unfortunately, the biggest advantage of this mapscript is the custom terrains which will not be enjoyed without using the full mod, however the worlds created can still be quite good.
There are two files available:
World_Piece_Vanila.zip is the map script, put it in your PublicMaps folder (mod or custom assets).
World_Piece_OptionText.zip is the xml containing the text for the option pull-downs in the map script, it isn't required but its quite annoying without it. Extract this single xml file into your assets/xml/text folder (mod or custom assets), it will not overwrite any other files and contains only the text data so it's harmless.