mycophobia
Chieftain
- Joined
- Oct 14, 2017
- Messages
- 98
I was unsatisfied with my previous attempt at this concept so I redid everything from the ground up to be much simpler, and in the main objective of land generation, more accurate. A brief rundown of features:
- Uses a basic land generation routine mostly verbatim copied from Civ 1's, including X shape corrections. This would have been impossible without @darkpanda's wonderful thread breaking down every aspect of Civ 1's map generation algorithm: https://forums.civfanatics.com/threads/civ1-map-generation-explained.498630/
- No peaks; as far as plot types go there is only water, hills, and land. This is because peaks are traversable and workable in Civ 1.
- Uses a very simplified erosion routine to smooth down the large amount of hills from the land generator.
- Terrain, features and bonuses are all generated by Civ 4's stock routines, albeit customized for less jungles.
- Climate is no longer selectable. This is just for simplicity's sake.
- Single map size of 80x50 used tiles within the standard 80x52 map size. Has to be done this way because map size is expressed in units of 4x4 plots.
- As there is only one map size, the actual map size parameter controls the amount of land generated, equivalent to the here disabled Sea Level parameter. E.g. Duel map generates a mere 320 land tiles, Standard gives the normal 960 land tiles, and Huge gives a gargantuan 1600 land tiles, leaving very little ocean.
- Only two neat rows of ice, one each at the very top and bottom of the map.
- Unlike the previous version of this map script, it uses getSorenRandNum to grab random numbers so it should obey seed settings. I've not actually tested that though.
- Does not use any of Civ 4's start modifiers. In other words, Civ 4 will pick what it thinks is a good start for a Civ but it doesn't do any smoothing over of the land (e.g. adding fresh water sources, food resources, etc) once it does select them. The Settler and Warrior/Scout always start on the same tile as well. You might want to regen until you can see a food resource at your start if you're not comfortable with that.
Screenshots (standard size):
- Uses a basic land generation routine mostly verbatim copied from Civ 1's, including X shape corrections. This would have been impossible without @darkpanda's wonderful thread breaking down every aspect of Civ 1's map generation algorithm: https://forums.civfanatics.com/threads/civ1-map-generation-explained.498630/
- No peaks; as far as plot types go there is only water, hills, and land. This is because peaks are traversable and workable in Civ 1.
- Uses a very simplified erosion routine to smooth down the large amount of hills from the land generator.
- Terrain, features and bonuses are all generated by Civ 4's stock routines, albeit customized for less jungles.
- Climate is no longer selectable. This is just for simplicity's sake.
- Single map size of 80x50 used tiles within the standard 80x52 map size. Has to be done this way because map size is expressed in units of 4x4 plots.
- As there is only one map size, the actual map size parameter controls the amount of land generated, equivalent to the here disabled Sea Level parameter. E.g. Duel map generates a mere 320 land tiles, Standard gives the normal 960 land tiles, and Huge gives a gargantuan 1600 land tiles, leaving very little ocean.
- Only two neat rows of ice, one each at the very top and bottom of the map.
- Unlike the previous version of this map script, it uses getSorenRandNum to grab random numbers so it should obey seed settings. I've not actually tested that though.
- Does not use any of Civ 4's start modifiers. In other words, Civ 4 will pick what it thinks is a good start for a Civ but it doesn't do any smoothing over of the land (e.g. adding fresh water sources, food resources, etc) once it does select them. The Settler and Warrior/Scout always start on the same tile as well. You might want to regen until you can see a food resource at your start if you're not comfortable with that.
Screenshots (standard size):
Spoiler :