Communitu_79

What are the sizes of this map? Vanilla? I looked inside the file, but I'm not sure if I understand it correctly as there is 109x74 for huge map.
btw. can I just edit them to be bigger than vanilla huge?
What you see is what there is. You may modify sizes safely, but be careful about 60 tiles width, the code for the rifts changes.
 
I like everything about this map script except the shapes of the continents. Everything is x shaped or square which feel somewhat weird. What i need is an option for Pangaea style single land mass without any single tile islands.

+1 to a forced pangaea option.

I think with the current slightly-lowered Normal scattering and turning OFF the circumnavigation path, it's been making nice interestingly-shaped thicc 1-2 continents so maybe try that out.
 
+1 to a forced pangaea option.

I think with the current slightly-lowered Normal scattering and turning OFF the circumnavigation path, it's been making nice interestingly-shaped thicc 1-2 continents so maybe try that out.
Maybe set just one ocean rift. The forced water might compress landmasses. But you won't be able to use ships other than in that ocean, since the poles are navigable no longer. Not balanced in my opinion.
 

Ok well maybe one hiccup. Ok, so another game with strategic balance on where I've taken half of a major landmass, and not one drop of coal. This is anecdotal of course (one man's opinion and all that), but coal has been awfully scarce in basically every game I've done on this version.

Also people mention strategic balance doesn't affect coal/oil. Is that the case normally or just not on this mapscript?
 
Vanilla strategic balance = guaranteed iron, horse, oil 1-3 tiles around start
Communitu_79a strategic balance = guaranteed iron and horse 4-6 tiles around start

Coal is supposed to be scarce since you only need 2 copies for each city and refineries exist. In average each player gets 7 coal from the map.
 
Oh! And we placed most coal deposits on scattered islands, so naval civs have another reason to settle island cities.

EDIT. Maybe if your map options prevents islands from forming, it could lead to a low coal in map. As azum4roll said, coal is set to provide 7 units per civ. Trade. Find City States with coal. Settle on islands. Or take Statecraft.
 
While exploring the code I've found

Spoiler :
elseif oTemp == 3 then
print("Map Temp: Hot")
mglobal.tropicLatitudes = modifyOdds(mglobal.tropicLatitudes / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.horseLatitudes = modifyOdds(mglobal.horseLatitudes / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.iceLatitude = modifyOdds(mglobal.iceLatitude / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.polarFrontLatitude = modifyOdds(mglobal.polarFrontLatitude / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.tundraTemperature = modifyOdds(mglobal.tundraTemperature, 0.8)
mglobal.snowTemperature = modifyOdds(mglobal.tundraTemperature, 0.8)


Should it be like that?
 
Spoiler :
HB4sgfN.png
Map's probably wet, but don't you think there are a bit too many trees?

Spoiler :
77JGBJH.png
Poor Wittenberg is going to create 2 extra work boats that will never reach their destination.

Spoiler :
Xdr1cFk.png

The land shapes are really good in this version if we ignore the very small amount of tiny unreachable islands (and resources).

I'm also tweaking the resource distribution to make early game strategics more common but in smaller amounts and late game strategics less common but in larger amounts.

Also something about jungles: seems the only types of jungles are jungle plains and jungle grassland hills. There are no flat jungle grassland or jungle plains hill that I can find. Jungle grassland hills only have 2F yields. Based on this, I'm adding a bit of Uranium to jungle hills since they can be found there according to the civilopedia.

EDIT: There's a weird bug in PlaceSmallQuantitiesOfStrategics. It's using the vanilla amounts of strategics (2, 2, 3, 2, 3, 3) rather than the ones defined in the mapscript (1, 2, 2, 2, 2, 2) for some reason. AddModernMinorStrategicsToCityStates, however, works as intended and uses the values defined in the script.

How did you manage to remove ice near top border? (first screen)
 
How did you manage to remove ice near top border? (first screen)
I just removed the code that created a forced line of ice, then a line of sea. And let the climate logic do everything.
By the way, I'm not sure if the piece of code that you found is a bug, azum4roll changed that part, but probably it's a typo only to show in hot maps.
 
I just removed the code that created a forced line of ice, then a line of sea. And let the climate logic do everything.
By the way, I'm not sure if the piece of code that you found is a bug, azum4roll changed that part, but probably it's a typo only to show in hot maps.

Well, the difference between the numbers would be barely noticeable anyway.

I may have found these lines, but I didn’t check them. Do you remember where were they approx?
 
While exploring the code I've found

Spoiler :
elseif oTemp == 3 then
print("Map Temp: Hot")
mglobal.tropicLatitudes = modifyOdds(mglobal.tropicLatitudes / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.horseLatitudes = modifyOdds(mglobal.horseLatitudes / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.iceLatitude = modifyOdds(mglobal.iceLatitude / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.polarFrontLatitude = modifyOdds(mglobal.polarFrontLatitude / mglobal.topLatitude, 1.5) * mglobal.topLatitude
mglobal.tundraTemperature = modifyOdds(mglobal.tundraTemperature, 0.8)
mglobal.snowTemperature = modifyOdds(mglobal.tundraTemperature, 0.8)


Should it be like that?
Likely just a typo. You can change that to snowTemperature.
 
Well, the difference between the numbers would be barely noticeable anyway.

I may have found these lines, but I didn’t check them. Do you remember where were they approx?
No, sorry.

You can take a look at the main script where all subroutines are called, and look for the one that creates biomes and rifts.
 
I have found it indeed and the ice sheet is out of the way.

About the forced line of sea, I've found this function:

Spoiler :
function CreateArcticOceans()
local mapW, mapH = Map.GetGridSize()
CreateOceanRift{y = 0, direction = mg.E, totalSize = 1, oceanSize = 1, fill = true}
CreateOceanRift{y = mapH-1, direction = mg.E, totalSize = 1, oceanSize = 1, fill = true}
end


Now, commenting the bolded line does allow forming land on top, but I'm not sure about this solution. Could you confirm it, please, if you recall?
 
I have found it indeed and the ice sheet is out of the way.

About the forced line of sea, I've found this function:

Spoiler :
function CreateArcticOceans()
local mapW, mapH = Map.GetGridSize()
CreateOceanRift{y = 0, direction = mg.E, totalSize = 1, oceanSize = 1, fill = true}
CreateOceanRift{y = mapH-1, direction = mg.E, totalSize = 1, oceanSize = 1, fill = true}
end


Now, commenting the bolded line does allow forming land on top, but I'm not sure about this solution. Could you confirm it, please, if you recall?
I think I just commented out or removed the call to this routine. You may call it again, but may conflict with my ice forming function. Not sure about that last thing.

Edit. Heck, I did a ton work just because I disliked that arctic rift.
 
After a solid amount of finetuning and testing I'm content with the result. Oddly enough, after deleting forced ice and sea on the north pole, there appeared much more snow tiles, south and north alike, something like 1/3 or even half of the tundra. I had to up polar front to as much as 100. I can be wrong, but it seems it works the other way around than iceLatitude, ie. allowing tundra and snow further the bigger the number is. I didn't check the function for it tho

Anyway, thank you guys for this amazing script :thumbsup:
 
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btw. i got this random near-earth map while testing (well near-earth to me anyway) :c5gold:

Spoiler :
Near earth small map.jpg


I think South America was bigger, but apparently got crossed by a magellan


EDIT:
Script's Rebalanced resource placement does not work with mod "Culturally Linked Start Locations"
 
Last edited:
btw. i got this random near-earth map while testing (well near-earth to me anyway) :c5gold:



I think South America was bigger, but apparently got crossed by a magellan


EDIT:
Script's Rebalanced resource placement does not work with mod "Culturally Linked Start Locations"
Do you have any idea of what might be causing the conflict? Vanilla resource placement works fine?
 
If I wanted to get a "some main continents, but a lot of smaller islands" kind of vibe, is there a set of settings I can use that does that?
 
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