Detailed Worlds

Detailed Worlds 2.12

Trying out this mod after seeing it featured in Marbozir's latest Sumeria playthrough.

I had a question about desert generation... (I'm actually trying to get a Pangea with a lot of desert) if I adjust the temp to Hot and rainfall to Arid, does this affect the amount of rivers in the game? Rivers are super important, but ideally I'd like to have the normal amount of rivers, and still a larger chance of desert.
 
Trying out this mod after seeing it featured in Marbozir's latest Sumeria playthrough.

I had a question about desert generation... (I'm actually trying to get a Pangea with a lot of desert) if I adjust the temp to Hot and rainfall to Arid, does this affect the amount of rivers in the game? Rivers are super important, but ideally I'd like to have the normal amount of rivers, and still a larger chance of desert.
I have more work to do on that code, it was a proof of concept when I first implemented it and I haven't had much time to really sit down and work on the scripts in a while. What I want is to control the types of rivers as well as the number of rivers based on the rainfall value. Since they are super important in deserts I'd like those to be fairly consistent regardless of map settings and I wanted more rivers in rain forest/jungle areas with games using "wet" maps. Right now there really isn't a huge difference between arid and wet but it is noticeable. I also adjusted lakes by trying to make sure there were none until after rivers were generated, this leaves fewer tiles where rivers can terminate so the default river generation may fail to generate rivers in some areas if it thinks the river will be too long. And, I adjust rivers to not allow them to start in deserts unless it is a mountain plot so playing on a hot, arid pangaea will reduce rivers slightly due to low rainfall, then again due to fewer valid starting tiles caused by more deserts and finally one last time by using pangaea since some rivers may end up trying to originate too far form a valid termination plot (although this last part really shouldn't have a significant impact). You can reduce this somewhat by using a younger world with more mountains since mountains are always valid river origin plots.
 
Hi everyone!

Anyone having a problems with the yields not showing? I think it's this mod that's the problem but it seems I'm the only one having this problem?
Thanks in advanced~
 
I don't see how this mod can affect yields showing, it only runs when the world is created, once you're in the game it's not running. If you have a starting position and a world with more than endless grassland this mod did it's thing and is done.
 
Just dropping in to say how great this mod is! I feel as if continent shape is one of the most underrated parts of map generation.

There are so many bays, small seas, and interesting formations. Thank you! This has made my games much more fun.
 
One idea/long term request/suggestion for a new map script: A sort of mixture map script; one large continent (somewhere between continent map continent and a smaller pangea/old world), with zero to some smaller continents separated by oceans which may or may not have civs one, as well as the possibly of some island-y type areas, similar to Indonesia/Oceana or a scaled up caribean as a Terra+.
 
Just dropping in to say how great this mod is! I feel as if continent shape is one of the most underrated parts of map generation.

There are so many bays, small seas, and interesting formations. Thank you! This has made my games much more fun.
You're welcome, that is exactly how I feel about the game world :)

One idea/long term request/suggestion for a new map script: A sort of mixture map script; one large continent (somewhere between continent map continent and a smaller pangea/old world), with zero to some smaller continents separated by oceans which may or may not have civs one, as well as the possibly of some island-y type areas, similar to Indonesia/Oceana or a scaled up caribean as a Terra+.
That is kind of the goal of this in the long run. I need to re-do most of the layered fractal code since that's needed to be able to control the world like the old Terra scripts. I won't be messing with starting plots at all in this mod though, I'm working on that in my "Larger Worlds" mod. The biggest problem with Civ 6 and map scripts is that they made it much more complicated to have custom map options for individual maps so I have a lot of work ahead of me to implement the options I'll need and the scripts to use them.
 
Any chance you can add a Shuffle - Detailed? Right now it's either choosing Shuffle and getting normal maps, or choosing a Detailed map and knowing you're on pangea, continents or whatever. Would love some unexpected things to happen, like starting next to coast, building a navy, and then discovering it's pangea.
 
Any chance you can add a Shuffle - Detailed? Right now it's either choosing Shuffle and getting normal maps, or choosing a Detailed map and knowing you're on pangea, continents or whatever. Would love some unexpected things to happen, like starting next to coast, building a navy, and then discovering it's pangea.
Fractal is pretty close to shuffle in terms of being pretty random. I'll work on a detailed version of shuffle though, but it may take me a little while to finish it.
 
Fractal is pretty close to shuffle in terms of being pretty random. I'll work on a detailed version of shuffle though, but it may take me a little while to finish it.

Thanks. I have a hard time understanding what "fractal" is like, as it isn't something you can picture easily. I'll try it out for my next game.
 
Thanks. I have a hard time understanding what "fractal" is like, as it isn't something you can picture easily. I'll try it out for my next game.
Fractal is basically the same code used to generate the other maps only without any of the extra rules used by the other scripts to limit the landmass. So you can get anything from small continents to pangaea and everything in between. Some sort of continental map is most likely but you never know exactly what you'll get.
 
I got a continent with a huge bay (1-2 tiles wide and at least some 10 tiles long) and a continent border right through it. Should I to thank you for that or is it coïncidence?

PS If it isn't due to the mod, please make it so. I love it when continents more or less follow natural borders at places.
 
Thx for your fine mod. Still remembering 'perfect world' from Civ5...

BTW, is there any other mod not working with it? Do ask this, because 'YnEMP' and 'Larger Worlds' probably can't be active together and causes game loop.
 
Possibly quite a few mods won't play nicely with this one. I had to overwrite several base scripts to get this to work so anything that modifies most of the core "utility" scripts for the maps will conflict with this mod. So- featuregenerator.lua, terraingenerator.lua, resourcegenerator.lua, mountainscliffs.lua and the maputilities.lua script.

Any mods that only add new map scripts will be fine, any SQL/XML only mods should be fine, interface and graphics mods should also be fine. If you poke around the mod files for other mods and they don't have those lua files in there they should work fine :)
 
If I just want this-
"Minimal polar land. 99.9% chance of being able to circumnavigate the world by boat. (Low sea level may be harder still)"
What do I need to do ?

EDIT: Nevermind, just installed the whole mod and it is working perfectly! Thanks
 
Last edited:
Will you edit Inland Sea?

I love that map, but the large amount of ice around the map kinda sucks
 
It would be nifty if the 'shuffle' map selected from the Detailed Worlds versions.
Perhaps it already does. Or, perhaps a new Shuffle Detailed Worlds map.
 
It would be nifty if the 'shuffle' map selected from the Detailed Worlds versions.
Perhaps it already does. Or, perhaps a new Shuffle Detailed Worlds map.

Asked this too a while ago, Seven05 adviced me to use Fractal, as that can be pangaea, continents, archipilago or anything in between (but most often continents).
 
Back
Top Bottom