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Adjusted Continents 1.1

PoundedChicken

Warlord
Joined
Nov 4, 2016
Messages
126
Original Discussion here

Summary
Creates fewer pole to pole continents while producing oceans that allow you to circumnavigate the world.

Install
  1. Unzip the file as is to your Documents\My Games\Sid Meier's Civilization VI\Mods folder (if you have a previous version, please overwrite the entire "Adjusted Continents" folder).
  2. Load Civ IV and enable in the Additional Content menu
Future
  • Hoping to add scripting for some small islands in future ala "Continents Plus"
 
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Thanks for your efforts on this. Can you help an old timer out on how to install this?
 
Doesn't appear to be working. I installed the mod but keep getting two large pole to pole continents like usual.
 
Doesn't appear to be working. I installed the mod but keep getting two large pole to pole continents like usual.
That will happen until one of us gets fed up with it and makes some more significant changes. My first batch of tests with my old settings was great until the next day when the RNG decided to hate me again. Then I saw this version and the results looked awesome but the I fired it up and... Pole to pole continents on my first three maps. :)
 
Had a play through after posting this mod yesterday, sure enough pole to pole.

After reading this, just generated 5 maps and all good.

Ugh...
 
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PoundedChicken updated Adjusted Continents with a new update entry:

Version 1.1

I still wasn't getting the level of consistency I was after. This mod rolls back the changes to plate count and sea levels while instead tricking the Fractal function into creating landmasses based on a smaller overall map height.

I also experimented with a "nuclear" option that is commented out in the GeneratePlotTypes() Function. If you're desperate, it simply cuts ocean in at the poles. It will however leave a lot of straight edges. When using this, it's suggested to decrease the amount of water. If anyone actually reads this section of the code, yes, I'm aware it is pretty dodgy code.

Also, smaller zip file.

6 consecutive generations (mostly Standard size):
U0wU6ak.jpg
 
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I created a "softer" polar land remover that works relatively well. However, the biggest issue doesn't appear to be polar land specifically as much as it is the long north-south oriented continents which still seems to be pretty random even with your latest changes. Frustrating more than anything, so close and yet so far away... :)

(Lol, I just saw your "vertical happy" comment in the change you made)
 
Have you thought about creating a new map script rather than overwriting the continents map?
Also, I keep trying to use this mod but I think it's disabling itself? When I start the game up again this mod is disabled; have to check but I think that means it doesn't actually stay activated when I start a new game.
EDIT: Ok maybe with the updated version this isn't happening anymore.
EDIT 2: Seems to have been enabled, but my first map has pole-to-pole continents with blocking ice haha.
 
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Have you thought about creating a new map script rather than overwriting the continents map?
Also, I keep trying to use this mod but I think it's disabling itself? When I start the game up again this mod is disabled; have to check but I think that means it doesn't actually stay activated when I start a new game.
EDIT: Ok maybe with the updated version this isn't happening anymore.
EDIT 2: Seems to have been enabled, but my first map has pole-to-pole continents with blocking ice haha.

Yes, I might do a separate map down the track. Honestly I just did this to fix my own gameplay but thought it'd be worth sharing.

I disabled the mod by default.

Disappointing that you got a pole to pole. Every time I tweak, I do about 10 regens with a map reveal mod. I actually hadn't had a single pole-to-pole in this latest version. Oh well, that's what drawing boards are for...
 
Well the map was certainly still more interesting than the continents map by default, and the poles were almost navigable, only one or two pieces of ice actually blocking the coast. I was also playing with low sea level so that probably didn't help.
 
Awesome mod, it's made it into my 'will always use' selection of mods. Can't give you enough praise.
 
I created a "softer" polar land remover that works relatively well. However, the biggest issue doesn't appear to be polar land specifically as much as it is the long north-south oriented continents which still seems to be pretty random even with your latest changes. Frustrating more than anything, so close and yet so far away... :)

(Lol, I just saw your "vertical happy" comment in the change you made)

I was thinking this update might be the one where I start playing (being an Aussie) / modding again (with support now!). Based on my first few generations, their solution (in practice) seems only a little bit more elegant in reality, than the "Nuclear Option" that I had commented-out in the Adjusted Continents.

2ziYP7Y.jpg


Have you had a chance to look at changes yet? I can see that they've changed both the Continents.lua (where I haven't seen anything particularly different yet) and the FeatureGenerator.lua (where they've overhauled the AddIceAtPlot() function). I'm interested to see what happens if we apply the 90% Height rule to the Fractal.Create(), post-update.
 
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I was thinking this update might be the one where I start playing (being an Aussie) / modding again (with support now!). Based on my first few generations, their solution (in practice) seems only a little bit more elegant in reality, than the "Nuclear Option" that I had commented-out in the Adjusted Continents.

<snip>

Have you had a chance to look at changes yet? I can see that they've changed both the Continents.lua (where I haven't seen anything particularly different yet) and the FeatureGenerator.lua (where they've overhauled the AddIceAtPlot() function). I'm interested to see what happens if we apply the 90% Height rule to the Fractal.Create(), post-update.
I haven't had a chance to mess with it at all yet but I plan on doing that tomorrow. I'm not sure I'm a big fan of that screenshot, it goes completely in the opposite direction and instead of being broken by rarely allowing circumnavigation now it's broken in that you always can get around any land near the poles without any ice on coastal tiles to make you plan cities.

Depending on whether or not they fixed their handling of modded lua scripts I may mess around with a better fix that removes ice only when needed to allow passage around a landmass.
 
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