Thalassicus
Bytes and Nibblers
Click to download the official Communitas Map. My goal is finding a middle ground between aesthetic realism and gameplay balance.
This map creates several continents and numerous offshore islands. It creates ocean rifts like the Atlantic or Pacific to make Astronomy useful (highlighted in red on minimaps below). Players and citystates appear everywhere like the vanilla Continents map. There exists an advanced game option to place all major civs on the single largest continent, if you want that, creating a Terra-like situation. More details are below the photos.
- Natural wonders appear at good unclaimed locations.
- Rivers flow through lakes into oceans.
- Mountain ranges affect rain, snow, and military strategy.
- Offshore islands reward naval exploration.
- Inland seas connect to oceans.
- The normal Continents-style option balances the two parts of the world.
- The Terra-style custom map option puts major civs on the largest landmass (basically Eurasia), with an offset Atlantic Ocean.
Look for "Communitas" in the map list after activating the Communitas Expansion Pack.
If you wish to use the map standalone or multiplayer, copy it from folder 1 to 2:
1: \Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas Expansion Pack - Basic (v 3)\Maps\Communitas.lua
2: \Documents\My Games\Sid Meier's Civilization 5\Maps\Communitas.lua
I've included my personal tweaks to Rich Marinaccio's PerfectWorld map in this project for some time. I'm now taking it in a new direction with extensive new improvements to realism and gameplay balance. If you wish to play the original PerfectWorld script, I renamed the modified version to Communitas, allowing both scripts to coexist on the map list. I did several hours of testing to ensure we get about the same proportions of terrain as standard vanilla maps. Please be aware some aspects of map creation are done by things individual map scripts cannot control. For example, the game later places bonus tiles (like fish or oases) to improve bad areas so everywhere on the map has about equal value. This is done by a separate part of the game, and is identical for all maps.
This map and vanilla Continents both create approximately:
25% of land tiles have fresh water
05% hills
30% flat grassland
25% flat plains
10% flat desert (one third covered by a bonus like oasis/floodplains/stone)
10% flat tundra
03% snow
20% forest
10% jungle
03% marsh
Map creation goes like this (on any map):
This map creates several continents and numerous offshore islands. It creates ocean rifts like the Atlantic or Pacific to make Astronomy useful (highlighted in red on minimaps below). Players and citystates appear everywhere like the vanilla Continents map. There exists an advanced game option to place all major civs on the single largest continent, if you want that, creating a Terra-like situation. More details are below the photos.
- Natural wonders appear at good unclaimed locations.
- Rivers flow through lakes into oceans.
- Mountain ranges affect rain, snow, and military strategy.
- Offshore islands reward naval exploration.
- Inland seas connect to oceans.
- The normal Continents-style option balances the two parts of the world.
- The Terra-style custom map option puts major civs on the largest landmass (basically Eurasia), with an offset Atlantic Ocean.
Look for "Communitas" in the map list after activating the Communitas Expansion Pack.
If you wish to use the map standalone or multiplayer, copy it from folder 1 to 2:
1: \Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas Expansion Pack - Basic (v 3)\Maps\Communitas.lua
2: \Documents\My Games\Sid Meier's Civilization 5\Maps\Communitas.lua
I've included my personal tweaks to Rich Marinaccio's PerfectWorld map in this project for some time. I'm now taking it in a new direction with extensive new improvements to realism and gameplay balance. If you wish to play the original PerfectWorld script, I renamed the modified version to Communitas, allowing both scripts to coexist on the map list. I did several hours of testing to ensure we get about the same proportions of terrain as standard vanilla maps. Please be aware some aspects of map creation are done by things individual map scripts cannot control. For example, the game later places bonus tiles (like fish or oases) to improve bad areas so everywhere on the map has about equal value. This is done by a separate part of the game, and is identical for all maps.
This map and vanilla Continents both create approximately:
25% of land tiles have fresh water
05% hills
30% flat grassland
25% flat plains
10% flat desert (one third covered by a bonus like oasis/floodplains/stone)
10% flat tundra
03% snow
20% forest
10% jungle
03% marsh
Map creation goes like this (on any map):
- Create terrain - ocean, grassland, rivers, etc.
- Create features - forest, jungle, isles.
- Divide map into territories.
- Choose a territory for each player.
- Balance terrain by placing bonus resources.
- Place natural wonders.
- Place strategic resources and random bonus resources.
- Place citystates.
- Equalize citystate start locations.