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Continental Drift Map Script

axatin

King
Joined
Jul 24, 2022
Messages
618
This map script is a reworked version of Tectonic by @Haftetavenscrap and @N.Core. Like the original map, it is based on simulating tectonic plates and their movement. The worlds generated by it are similar to a mix of Continents, Fractal and Archipelago maps. Many settings are available to customize the map.


Key changes compared to Tectonic:
  • Several changes were made to reduce the randomness of the map generation. In particular, the amount of land generated is now much less random
  • The total amount of land is reduced. When standard settings are used the number of land tiles is somewhere between the typical values for Continents and Fractal maps and those for Communitas
  • An option 'Land Cohesion' was added: This option controls how much continents cluster, i.e. whether the maps tend to have several smaller continents or few larger ones
  • An option "Ocean Rifts" was added. If enabled, the maps are guaranteed to have at least two landmasses separated by deep ocean rifts, making it necessary to be able to cross deep ocean to meet all civs
  • Reduced amount of land generated in polar regions
  • Increased the number of atolls and lakes
Spoiler Example Maps (Standard size, all map settings on the default value) :

Screenshot (1451).png

Screenshot (1452).png

Screenshot (1454).png

Screenshot (1455).png


Spoiler Example Maps (Standard size, all settings on "Random") :

Screenshot (1459).png

Screenshot (1460).png



Screenshot (1463).png

Screenshot (1464).png

Screenshot (1467).png

Screenshot (1468).png

Screenshot (1461).png

Screenshot (1462).png




Thanks to @N.Core for the permission to modify the map!
 
For those liking massive maps, you can open Continental_Drift.lua with notepad, find those lines and change huge size accordingly
Code:
    local worldsizes = {
            [GameInfo.Worlds.WORLDSIZE_DUEL.ID] = {44, 26},
            [GameInfo.Worlds.WORLDSIZE_TINY.ID] = {60, 40},
            [GameInfo.Worlds.WORLDSIZE_SMALL.ID] = {72, 46},
            [GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = {88, 58},
            [GameInfo.Worlds.WORLDSIZE_LARGE.ID] = {114, 70},
            [GameInfo.Worlds.WORLDSIZE_HUGE.ID] = {166, 104} -- original {140, 88}
166x104 is Giant Earth size but with original map proportions and normal size setting.

EDIT: it is advised to raise also the land percentage (line 668) by at least a 10%:
Code:
local landSize = 0.35 -- original: 0.25
 
Last edited:
Holy mountains what's with that strip in the middle?
There are many mountain ridges on the map, so the plate motion setting must be "ramming speed". The strip in the middle seems to be two fractal/island plates that collide and that happen to have water at the boundaries.
 
Very good looking maps! Are the starting locations assigned the standard way by VP or is that modified too?

With other mapscripts I've struggled with uneven starting placement when there are small continents or big islands close to each other separated by only coastal waters. Sometimes the algorithm treats them as different landmasses and when two civs don't fit on one minicontinent, both are left empty and all civs are crammed together on bigger land. This gives huge advantage to those situated close to empty land and disadvantage to those in the middle of neighbors.

Another question: can an ocean be horizontal to add randomness?
 
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