[Map Script] PerfectWorld.py

this script makes great looking terrains.

when making a pangea map, what lines would i need to comment out to disable the "simulated meteor shower to break up pangeas" step, or is the meteor shower step turned off when pangea is set to true

thanks
 
I _love_ the maps aesthetically, but I seem to be getting many more island based maps than I'd like. I like playing on huge maps with 15-18 civs. What settings in the Python would you recommend? I have allow pangea set to TRUE and allow new world to FALSE, but am unsure about how to tweak the land percentage.

You have to really crank up the land percentage. While 70% of the actual world is water, unless Perfect World makes some kind of script to form continents similar to the Terra or Earth scripts, then, large land masses are needed to make the maps fun.
 
I _love_ the maps aesthetically, but I seem to be getting many more island based maps than I'd like. I like playing on huge maps with 15-18 civs. What settings in the Python would you recommend? I have allow pangea set to TRUE and allow new world to FALSE, but am unsure about how to tweak the land percentage.

Theres is a tuning variable called LandPercent. 1.0 is all land, 0.0 is all water. If you raise this to be much higher than 0.30, you might have to tweak the DesertPercent and PlainsPercent, as it will be harder for water to come in from the Ocean. There will always be little islands scattered around most likely though. Players should not start on those islands unless they are big enough to support one player.
 
this script makes great looking terrains.

when making a pangea map, what lines would i need to comment out to disable the "simulated meteor shower to break up pangeas" step, or is the meteor shower step turned off when pangea is set to true

thanks

Pangaea set to true means no meteor shower.
 
Is there any way to force Civ to reload the python without exiting the game completely? If I generate a map with land set to, say, 0.7, then exit to the main menu, change the python file to .25, then start a new custom game, it retains the 0.7 setting.

Best of all would be if there is a way to regenerate (forcing a reload of the modified Python script) from within WorldBuilder--is this possible?
 
Is there any way to force Civ to reload the python without exiting the game completely? If I generate a map with land set to, say, 0.7, then exit to the main menu, change the python file to .25, then start a new custom game, it retains the 0.7 setting.

Best of all would be if there is a way to regenerate (forcing a reload of the modified Python script) from within WorldBuilder--is this possible?

I don't think it is possible. That's probably one reason why alot of people want some in-game options.
 
Too bad.

One more question: does ALLOW NEW WORLD just _allow_ the new world, or does it force it? That is, what if I would like a map where there may or may not be a new world, and where I don't know which it will be.
 
Too bad.

One more question: does ALLOW NEW WORLD just _allow_ the new world, or does it force it? That is, what if I would like a map where there may or may not be a new world, and where I don't know which it will be.

If you allow it, you will almost certainly get a new world. If you don't allow it, there's actually still a good chance you will get one. For example, if you get 8 good size land masses and 7 players, you'll get at least one of them without a starting location.

Allowing a new world just means that some continents will be off limits to starting locations.
 
Is there a variable for getting a little less mountains? I like the script, but I always seem to get a little too many mountains...
 
Is there a variable for getting a little less mountains? I like the script, but I always seem to get a little too many mountains...

There's a variable called PeakPercent.
 
Was it intended that forests can appear on ice/ice hill plots? The most recent map I drew has several of those plots.
 
Was it intended that forests can appear on ice/ice hill plots? The most recent map I drew has several of those plots.

As long as they have snow on them, it should be fine :)
 
Okay, that checks out fine. :D Even an icy plot with a tribal village on it gave a snowed forest.
 
1.10 is published!

I wrapped all the tuning variables into a class so that all those variables are not in memory if they are not needed, and also this makes it a bit easier to add in-game options based on those variables.

I added two in-game options! Can you believe it? They are New World Rules and Pangaea Rules so you can select these features from inside the game. Now, I did make the tuning variables easier to use for adding in-game options, but don't get greedy! I have seen maps that have like 20 pages of options to flip through before the game starts and I really don't like them.

From the days of Civ I, you've normally always had the option of Arid climate, Wet climate etc. but ever since those days, after I maybe tried a couple jungle maps I never saw the point. I could easily cook up some settings to provide that option but I didn't. If someone could give me a good fictional or gameplay reason to play on an 'Arid' map I may reconsider... :rolleyes:

Lastly, my favorite addition to this version is that unrevealed bonuses do not remove the trees they were placed on. Thanks to Mr. Popov for pointing out that sometimes, the lack of trees in an isolated spot can be very conspicuous. :lol: At first, I thought there might be some graphical glitches from doing that, but in the native game at least, everything works great. I couldn't just allow trees to go back over all the resources though, I had to separate them between ones that have a tech reveal and ones that don't. Otherwise, you could have a situation where you started next to wheat, but not only did you need Agriculture, you also would need Bronze Working in order to use it. I didn't like that very much, luckily there's an easy way to differentiate between those kinds of resources.

Enjoy!
 
Wow.... I should try this at once.... but there is a pile of work to do and a deadline less than 24 hours from now... so I'll have to wait a few days.

Thanks for all your work Cephalo.

Just my 2 cents:

Why Arid? Well, you could have a pangea with arid climate to simulate the climate from the middle east and part of northern Africa.
From a pseudo fictional POV: think global warming and add 2050 AD to the mix.

Wet climates... I don't know. Never liked too much jungle.

Still, I think you should use an activation variable (bUseAridClimate = true) for the script since the arid setting seems to be more likely to be used with mods
 
Still, I think you should use an activation variable (bUseAridClimate = true) for the script since the arid setting seems to be more likely to be used with mods

Well for that kind of stuff, there's quite a few climate variables to tune in the map script, but does anyone actually say to themselves, "Hmm, today I'll play 'Arid'."
 
I've seen some horses in forests and jungles since last version. Was it intentional? It makes little sense to me:D Also when incense, copper or iron appear on desert river tiles they erase the floodplain which sometimes looks very stupid like a river floods on most of its length stops doing that at its mouth. On the other hand it would make an overpowered tile if the floodplain and the resource were left so I would suggest moving the bonus instead of erasing the feature. Anyway, excellent progress with this script:)
 
I've seen some horses in forests and jungles since last version. Was it intentional? It makes little sense to me:D Also when incense, copper or iron appear on desert river tiles they erase the floodplain which sometimes looks very stupid like a river floods on most of its length stops doing that at its mouth. On the other hand it would make an overpowered tile if the floodplain and the resource were left so I would suggest moving the bonus instead of erasing the feature. Anyway, excellent progress with this script:)

Yeah, since horses are a 'hidden' resource, they sometimes now reside in forest or jungle. This, and the things you mention regarding floodplains, come from the difficulties of keeping this bonus code as generic as possible, so when they are modded the whole thing still works. This map does depend on specific 'features' though anyway, so maybe it's ok to only remove forests, and not just features in general. I'll look into that.
 
I'm going to download this and start playing with it.

I don't usually choose Arid specifically, but I often set climate to "Random", just to increase the gameplay variability....

peace,
lilnev
 
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