I always have the most fun when modding map generation scripts, so to get a grip on modding the new game I put together a couple of ocean heavy maps for practice.
This mod features four new map generation scripts for Civilization VII that focus on smaller landmasses, islands, coastal exploration, and more naval heavy gameplay.
A requirement for playing these maps is a tolerance for tight starts, quickly exploring and settling the few good islands around, and eliminating any other civ that is unfortunate enough to spawn on your island or any nearby ones.
The four maps are:
This mod can be considered a "late beta". I'm mostly happy with it, but there are still some bugs and rough edges. If you spot any do let me know. They are also not balanced in any way, shape, or form. Probably shouldn't use them for your competitive Civ multiplayer league.
To install: extract the contents of the .zip file into the Civilization VII Mods folder in located at "[user]\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" and enable in-game via the Additional Content option from the Main Menu.
Bugs:
This mod features four new map generation scripts for Civilization VII that focus on smaller landmasses, islands, coastal exploration, and more naval heavy gameplay.
A requirement for playing these maps is a tolerance for tight starts, quickly exploring and settling the few good islands around, and eliminating any other civ that is unfortunate enough to spawn on your island or any nearby ones.
The four maps are:
- Atoll: Generates a series of fractured landmasses and islands that form the boundary of a large circular ocean that seperates the two halves of the Atoll. In the center of the ocean are a few smaller islands, but traversing between the halves is impossible until the exploration era.
- Island Clusters: Generates five sets of densely packed clusters of smaller islands, one in each quadrant and a smaller one in the center. Traversing between the two clusters on either side of the map is guaranteed, but oceans seperate the two halves from each other and the center cluster (most of the time. I've not yet modified the coast expanding script to not accidentally form a path to the center from either half)
- Island Pangea: Generates a series of varied islands on one half of the map, and a much larger mostly continuous landmass on the other side. All major civilizations - AI or human - start on the island half. As such, the antiquity age is mostly about fighting for the good islands and preparing for the inevitable pangea landgrab once the exploration era starts.
- Island Fractals: Generates a fractal map, but with the sea level turned up to 75% of all tiles. This leads to an unpredictable map with a series of irregular landmasses of every size and shape imaginable with no guarantee that any of them connect in any way, aside from the distant lands being seperated from the home continent by the ocean columns. For those that like Civilization but think that all that pesky land to settle is getting too much in the way of sailing the seven seas.
This mod can be considered a "late beta". I'm mostly happy with it, but there are still some bugs and rough edges. If you spot any do let me know. They are also not balanced in any way, shape, or form. Probably shouldn't use them for your competitive Civ multiplayer league.
To install: extract the contents of the .zip file into the Civilization VII Mods folder in located at "[user]\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Mods" and enable in-game via the Additional Content option from the Main Menu.
Bugs:
- Island Clusters: Sometimes the center cluster is connected via coast to an outer cluster.
- Island Clusters: Sometimes the starting location algorithm fails to find a good island, freaks out, and places the human player on an island in the distant lands. Presumably, where he will enjoy some ancient-era spices and chocolates with nothing to do with them.
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A series of map scripts focused on islands and naval gameplay
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