This map script generates a random fantasy type world. It was specifically created for Kael's 'Fall from Heaven 2' mod for Civ 4, but can also be used for native Civ 4. Fantasy worlds often have distinct regions or valleys that have their own special climate or atmosphere. Some examples would be Mordor from LOTR, or most of the regions in World of Warcraft. Well this map script is designed to have various 'valleys' connected to one another through mountain passes, such that each region is kindof a fortress on it's own. Because this map script was created for FFH2, starting locations and other features are placed based on what is known about each civs fictional terrain preferences. These preferences are tunable toward the beginning of the script Download Creation.py here from the Downloads database. To use this map, put the file in your Civ4\PublicMaps or BTS\PublicMaps folder. -Help! there's no reagents!- If you have a problem with reagents not appearing on the map, see this thread for an easy fix. http://forums.civfanatics.com/showthread.php?t=267577 Here are some close up screenshots: Spoiler : Here are some standard size map overviews: Spoiler : And some huge sized map overviews: Spoiler : Version History 1.06 - Added some of the new preferences for FfH 0.32 unique improvements. Improved the choke point code to choose more valueable choke points for watchtowers and a new unique improvement coming in 0.33. 1.05 - Cleaned up peak generation so that peaks on the map edge aren't always on desert. This prevents large amounts of flames slowing down the framerate. Added the 'scrubs' feature to map generation. Fixed a bug that prevented valleys from growing enough to find a neighbor, resulting in the 'region has no gate' error. 1.04 - Added a tuning variable called SoftenPeakPercent which allows you to turn a percentage of peaks into hills to perforate the valleys and make them less like fortresses. Fixed a bug in detecting network games. 1.03 - Cleared forest and jungle from 1 tile around starting plot. This mod requires high tech levels to clear them and this can be a large hindrance. Civ preference with allowForestStart = True(Elves) will not clear the forest. 1.02 - Added a new civ placement scheme for FFH2 civs. Added a similar scheme for FFH2 unique improvements. Improved the way ancient towers are placed. Shrank the map yet again due the high percentage of playable land. Softened the effect of non-sea level land touching coast. 1.01 - Improved water area generation to more consistently make interesting map shapes. Water spread used to paint itself into a corner, this has been fixed. Prevented seas from being divided by small isthmuses. Only peaks and ocean will touch the map edge. Filled unreachable areas with peaks, we don't want Hyborem spawning there and you know he will if you let him. Shrank each map size, as there was too much room to expand for the default number of civs for each map size, resulting in no reason to go to war until late game. Temporarily added David Reichert's flavour map mod until I can do something with starting regions.