Now I want a plate tectonics simulator.
There was a civ4 map though, that would simulate plate tectonics.
Now I want a plate tectonics simulator.
Civ V has totally screwed all map scripts by making the maps gamey and dependent on the number of players and, worse, city-states. Civ VI may be more clever as city states have innate bonuses, so the luxury resources may not be hard-coded to appear in the city-states borders.
Number of players is, by default, linked to map size, so it's a good approximation.
A good idea for the developpers would be to provide each continent with its own art-style. For instance, give oak forests to Europa and palm-tree forests to Asia. Make sure there's some kind of difference for basic plains and prairies, use different kinds of mountains and hills, maybe just color shading, so that the distinction becomes clear without requiring use of the lenses.
Of course, this would require a lot of graphics, as you'd need 4 sets for each terrain.
A map script could easily enforce such rules.
I wrote the civ4 tectonics map script mentioned above. In it, I know during terrain generation, for each tile, which plate (continent) it belongs to. Mountain ranges happened where continents met (like the himalayas). It would be possible to force hill ranges or desert or plains or whatever on a border between continents, but whether this would look realistic remains to be seen. For instance, you could decide that in the west it's supposed to be rainy, so fore the terrain to prairie/forest, and in the east it's dry, so force that continent tiles to be desert, making a marked contrast. Adding abstract "climate" modifiers to plates/continents would probably work, but most of the time, you get lakes, hills or mountains at the borders.
However, there are also cases when the plates meet and frankly noone sees the difference (like in Siberai where American and Eurasian plates meet). It would be possible to create a hill range right there just for the sake of helping the player understand what's happening, but I think it's a bit artificial.
My first reaction is that the definition of continent for purposes of game mechanics should be a distance factor from the capital city location. I'd probably modify it from being a strict radius to something more like "total hex coverage" where if one direction is halted due to being on the edge of a map or at the deep-water boundary the lost tiles in that direction can be replaced with additional tiles in the other direction.
As it is now its an odd constraint for the game to have. I don't think I'd go so far as to says it either good or bad. It introduces an element of randomness to the game, which I kinda like, and while you can min-max here you don't have to. I would hope that at least the continental divide is placed beyond 7 tiles away from all starting settlers so the entire capital radius (assuming minimal movement) is all on one continent.