Barathor
Emperor
- Joined
- May 7, 2011
- Messages
- 1,202
I don't know if it's true but there's something about Fractal that generates very believable landscapes. Certain terrain types appear in larger clusters like deserts, mountain ranges, rain forests etc. I also like how big land masses always seem to have more access to the coast because I'm personally a big fan of the harbor district.
However, I wish it wouldn't generate maps where you can meet all the AIs before caravels. Sometimes, it's very close to a dull pangea map.
I haven't tried shuffle yet. So does it only pick a random existing map script or does it also mess with settings like sea level etc?
Actually, a map filled with big landmasses will have less coastal tiles than one filled with smaller landmasses and/or snaky ones.
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Also, for me, deeply exploring and meeting more AI's earlier is a huge perk to small-continents/fractal maps. Playing with only half the civs for half of the game isn't as enjoyable, for me. I just started a new game on a Fractal map and it's great! I've met six out of eight civs already. Though, it's also making me very nervous because I'm almost surrounded and I'm playing on Deity -- I'm bracing myself for the dogpile, haha.
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No, Shuffle uses its own methods to generate plot types, but they're basically the same as the other scripts being copied -- well, the fractal and continent types anyway, I haven't verified the island one because I couldn't care less for those types of maps. The map type chances are: 50% fractal / 30% islands / 20% continents. Also, yes, other map settings like world age, temperature, rainfall, and sea level are all randomized for more "shuffled" unpredictability.