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A fractal new world generator script for Millennia by Lex (hosted at Steam Workshop).
Authors description:
If you are the original author of this mod please contact a staff member to have this page assigned to you.
A fractal new world generator script for Millennia by Lex (hosted at Steam Workshop).
Authors description:
This relatively complex map generation script aims to produce game worlds where players start relatively close to each other in the Old World, but there is a chance that there is a New World, the position and size of which is unpredictable, unlike the results of some other map generators.
In addition, the maps generated by this script do not look "purely mechanical" like in the generators supplied with the game. Planets do not look like approximately two "potatoes" opposite each other, or like a round spot in the center of the map with islands scattered around it. Instead, fairly realistic-looking outlines of continents and climate zones on them are generated. In my opinion, it roughly maintains a balance between realism and fantasy beauty, approximately equal starting conditions and unpredictability.
In addition, I wanted to solve the problem of the lack of demand for ships in the early stages of the game, and in some cases in the later stages as well. To use them meaningfully, you need inland seas like the Mediterranean, but the game's built-in generators create continents that are close to a circle or an ellipse, which is why ships may be needed, at most, to defend small islands, while the transfer of units in the early stages of the game (and in the case of Pangea, at any stage) turns out to be meaningful almost 100% only by land.
Some properties of the generator.
1. In the center of the map, there is usually something like a "starting continent" that acts as the Old World. Players start relatively close to the center, which creates both the basis for early conflicts and the opportunity to expand on this continent or others later.
2. However, a central starting continent is not guaranteed. Depending on the circumstances, you may get several continents, an archipelago like Indonesia, one large island surrounded by many small ones, and so on. In particular, players may end up on different land masses, but still relatively close to each other.
3. The generator usually creates a number of "Mediterranean Seas" on the starting continent, which makes sense to use early ships that can only sail in coastal waters.
4. The New World may be several huge continents, or it may be represented by a couple of small islands. Either option is possible.
5. The continents and islands of both the Old and New Worlds may be separated by coastal waters, or by oceans. It is possible, among other things, that any land can be reached by triremes, but it may also be that even to meet some other players you will need the ability to sail in the ocean.
6. The script is capable of creating locations that differ in climate and aesthetic perception not only in different games, but also in different places of the same one.
7. Just like the amount and size of land, the amount and size of mountains, forests and deserts can vary significantly from game to game.
8. The map usually has a jungle belt at the equator and two desert belts. In addition, there will be glaciers and tundra in the northern regions (it is recommended to use a mod that adds resources to the tundra).
9. In forests and jungles, swampy regions of significant size are possible.
10. Large hilly regions are possible. However, it is not necessary that in every hex next to each mountain massif there will be hills.
11. Rivers can flow through the desert - at the moment I do not know a way to prevent this.
12. Mountain ranges are generated on the maps, which may or may not have passes.
The script is optimized for the Large map size. It has been tested less on other map sizes, so some unwanted effects are possible (especially on small and tiny sizes).
If you are the original author of this mod please contact a staff member to have this page assigned to you.