The fastest way to check resource amount is the monopoly screen. Pick your own civ from the dropdown menu and you can see the amount of each resource by hovering on the percentage.
Not intentional at all. Never happened in my maps. Do you have many MODS?Hi just downloaded the newest Communitu map script and it seems that ancient ruins are spawning on mountains again?
Is that intentional? If it is it seems to be advantageous to the Incans.
Luxury is all VP, so it's either RNG or there's something in VP code.
You can get all resource numbers by switching from All to your own civ in the monopoly screen, even on turn 0. Probably an exploit now that I think of it.
That alone won't make the rest of the land masses behave like a pangea, though. The scattering is what changes the blocky aspect. There are two scatterings, the general one, with min and max, governing the form of the continents, and the coastal that governs the shape of the coast. The coastal scattering is what makes the coast have some isthmus here and there.The horizontal rift that makes it easier to circumnavigate also tends to cut continents in half, making smaller islands. You can try commenting out that function call.
In fact, we could disable that if you pick 0-1 rifts. Hmm...
I don't know how to change the starting capitals, but the rivers are actually quite simple.Very big thx again @tu_79 and @azum4roll . Versions after versions the script become a pure jewel.
Even more options could make this MapScript the ultimate VP MapScript forever.
I don't know if it's possible, I suggest:
- Frequency / length of rivers
- Force to avoid settles in desert/toundra
- Natural Wonder: Force more or less. Force 1 NW next to the first settle
Hey, some of the issues you mention are from the very first release, you sure you are in the 1.16 version?
About rifts.
Currently they are defined here:
mglobal.oceanRiftWidth = math.max(2, Round(mapW/30))
This means the impassable tiles are 2, except for small maps, where it is 1.
I think there is a bug. should be math.min function.
If everyone wants it bigger, it can be changed to
mglobal.oceanRiftWidth = math.max(3, 1 + Round(mapW/30))
Also, atlantic and pacific are basically different. Atlantic are bigger at the poles, and form some Greenland masses. Pacific are bigger at the equator and form many small islands. I find Atlantic ones harder to traverse.
I placed more land in purpose. The logic is that even though the Earth percentage of land is lower, this map does not include the last 5 degrees in latitude (the polar regions). Since the land masses are not very blocky, I felt that more land was needed for breathing.
About inland seas, I tried to raise the number of lakes, and it kinda works for standard map size, but for large maps the become inland seas, and then some canals will try to open paths. I couldn't find an elegant solution, but would hate to miss lakes. (maybe the ideal way is to force the creation of lakes of a given size, instead of letting the random generator do its work).
Are those offshore islands in a Pacific ocean? Also, they should have some nice resources around, so most islands are settleable.
Thanks for testing. Feedback is necessary.
Tectonics is much bigger, and while it is quite random, coastlines are not as interesting as Communitas. Tectonics mountain chains were more tactical, but I've done my best to replicate it a bit. In fact, Communitas was just a little bit better at anything but resources, which are over abundant.How would you compare it to popular tectonic script?
You can disable inner seas canals. I don't think it is difficult.I definitely will! But one of the things I like in tectonics are inland seas. They give a bit differsity to maps.
Thanks for this huge explanation.