heinous_hat
Prince
Haven't played a complete game on one of these maps yet, but I've generated a bunch in WB (128x80) to get a feel for them. Overall, very nice continent shape and distribution. Lake/river connections were something that definitely needed attention. Couple of observations and questions:
1) This seems to share an oddity that also exists in Perfectworld... no jungles on hills. Although this script (but not PW) does have jungle/hills on single tile islands or short island chains, neither script has them on primary land masses. It seems like those instances get converted to forest/hills. It looks odd and has related game-play implications regarding tile yields. Is that a consequence of some choice Rich made for PW and is it intentional here? I remember some early discussion in the PW thread where he didn't like the art style for most jungle/hills combos, so he limited the tile set selection. Maybe something has changed with Firaxis updates that's causing the absence of those features, or maybe it was always the case and I never noticed
2) Hills seem a bit light with default settings. I understand this is for balance concerns, AI combat and cavalry viability etc. One can always select a young planet (3 billion yr) so the choice is there if you prefer the hills aesthetics
3) The ocean rift near the prime meridian is a neat idea. I do see though that there are a lot of land tiles in that area that lack adjacent coast tiles (goes straight to ocean). At least, that's the case in WB.
The first point also ties into the current argument regarding jungle food (and science/culture) yields for Cep. It might be interesting to address jungle areas from a map script perspective alongside determining yield rules. I've been dabbling around with Firaxis' Amazon Plus script (which also allows rare grassland/jungle) and I find improvement dilemmas are greater in that scenario. If balanced properly with
yields under Cep, perhaps jungles could be made more compelling by allowing those diverse feature combinations to appear in continent style scripts such as this. At the very least, it looks more convincing to have jungle/hills/plains and not mix in forests in that climate area (grassland
concerns aside).
1) This seems to share an oddity that also exists in Perfectworld... no jungles on hills. Although this script (but not PW) does have jungle/hills on single tile islands or short island chains, neither script has them on primary land masses. It seems like those instances get converted to forest/hills. It looks odd and has related game-play implications regarding tile yields. Is that a consequence of some choice Rich made for PW and is it intentional here? I remember some early discussion in the PW thread where he didn't like the art style for most jungle/hills combos, so he limited the tile set selection. Maybe something has changed with Firaxis updates that's causing the absence of those features, or maybe it was always the case and I never noticed

2) Hills seem a bit light with default settings. I understand this is for balance concerns, AI combat and cavalry viability etc. One can always select a young planet (3 billion yr) so the choice is there if you prefer the hills aesthetics

3) The ocean rift near the prime meridian is a neat idea. I do see though that there are a lot of land tiles in that area that lack adjacent coast tiles (goes straight to ocean). At least, that's the case in WB.
The first point also ties into the current argument regarding jungle food (and science/culture) yields for Cep. It might be interesting to address jungle areas from a map script perspective alongside determining yield rules. I've been dabbling around with Firaxis' Amazon Plus script (which also allows rare grassland/jungle) and I find improvement dilemmas are greater in that scenario. If balanced properly with

