[BNW] How to lower amount of deserts and make more resources on random generated map

Nekondas

Chieftain
Joined
Jul 20, 2013
Messages
16
Hi

I was reading this forums for quite long time but never created account, no idea why :)
Anyways, hello everyone!

Now to the point of this topic.
Me and my 2 brothers are playing steam version of Civ5 (Brave New World + all DLCs) on LAN and we need your help.
Our map of choice is modified version of Inland Sea huge map - we increased its size in lua file to 97x60.
Now what we need to do is lower amount of deserts generated by random map generator and increase amount of resources generated.
I was thinking about 40% less deserts and 40% more resources for now.
Can someone explain how can i do those modifications?

Map settings we are using:

eDzEDP9.png


Moderator Action: Moved to the main forum. Because that's where questions belong to ;).
 
Change Temperate to Wet? gives more grass/jungle :) oh and welcome to the forums. Other than the options provided, to adjust it with a mod will require some lua knowledge and a lot of patience going through AssignStartingPlots.lua and MapGenerator.lua(I think its them 2)
 
Deserts are easier than resources - see the terrain bands at the top of TerrainGenerator.lua

Resources will require more than a basic grasp of Lua as the code is quite complex - it's all in AssignStartingPlots.lua
 
Thanks for the hints guys, i already lowered amount of deserts to 20% and now i am experimenting with resources settings.
Resources seems to be coded in this section
Spoiler :
function AssignStartingPlots:GetWorldLuxuryTargetNumbers()
-- This data was separated out to allow easy replacement in map scripts.
--
-- The first number is the target for total luxuries in the world, NOT
-- counting the one-per-civ "second type" added at start locations.
--
-- The second number affects minimum number of random luxuries placed.
-- I say "affects" because it is only one part of the formula.
local worldsizes = {};
if self.resource_setting == 1 then -- Sparse
worldsizes = {
[GameInfo.Worlds.WORLDSIZE_DUEL.ID] = {14, 3},
[GameInfo.Worlds.WORLDSIZE_TINY.ID] = {24, 4},
[GameInfo.Worlds.WORLDSIZE_SMALL.ID] = {36, 4},
[GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = {48, 5},
[GameInfo.Worlds.WORLDSIZE_LARGE.ID] = {60, 5},
[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = {76, 6}
}
elseif self.resource_setting == 3 then -- Abundant
worldsizes = {
[GameInfo.Worlds.WORLDSIZE_DUEL.ID] = {24, 3},
[GameInfo.Worlds.WORLDSIZE_TINY.ID] = {40, 4},
[GameInfo.Worlds.WORLDSIZE_SMALL.ID] = {60, 4},
[GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = {80, 5},
[GameInfo.Worlds.WORLDSIZE_LARGE.ID] = {100, 5},
[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = {128, 6}
}
else -- Standard
worldsizes = {
[GameInfo.Worlds.WORLDSIZE_DUEL.ID] = {18, 3},
[GameInfo.Worlds.WORLDSIZE_TINY.ID] = {30, 4},
[GameInfo.Worlds.WORLDSIZE_SMALL.ID] = {45, 4},
[GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = {60, 5},
[GameInfo.Worlds.WORLDSIZE_LARGE.ID] = {75, 5},
[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = {95, 6}


Last thing i need to do seems to be the hardest so maybe someone can point me to right direction.
I want to change starting conditions for player spawning positions so players would spawn as far of each other as possible. Any ideas?
 
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