[Map Script] PerfectWorld.py

well then something in the script changed that.

Every map I have played on, copper, iron, horses (and some food related bonuses that are always revealed such as sheep, corn, etc) are never on a tile with forest or jungle.

I don't know if forest and jungle spread to those tiles during the game (TBH I've never payed attention) but when the game starts it looks like this:
before

after

before

after

Well according to these screenshots, there are some clearings that are just empty. You still might guess wrong if you plunk down a city. :)

The reason for the clearing is that the XML rules don't explicitly allow trees/jungle for that resource. If a resource does allow them, they should be replaced if they were removed to put a resource there. I like the massive forests because the climate conditions in those places warrant them, but I don't want it to prevent resources from going there, as that used to be a big problem.

I know this is something that always bugged you. You might try changing the XML so that the hidden resources allow forest/jungle. That way these holes should be covered up.

Edit: However, since I'm already cheating by putting them there in the first place, maybe covering them up again will not have any negative consequences. I should try this in a future version.
 
I've actually had great results by adding forest and jungle "threshold" variables to the script. I just add them as multipliers in the feature addition part of the script where it checks for forest and jungle. This allows for much more interesting fauna formations, IMO. I get big open "great plains" areas, and lots of forests on grassland as well. The jungle areas of the map tend to be extremely dense and wet, and are a minority (as it is on this planet).

This helps a lot, as it reduces the detriment of desert starts (when every non-desert start has tons of forest, it makes the desert starts even less fair), and makes jungle starts very rare.

I also tweaked the flood plains to make them much more rare, but able to also appear on plains and tundra. This again reduces desert starts (since desert areas are rarely suitable without FP), and makes the "great plains" areas more viable with some scattered flood plains (which are less imbalanced than I thought they'd be, as there's never more than 1-2 around).

The more barren deserts, which are usually accompanied by mountain ranges, make for amazing strategic areas. They almost always form a natural barrier between civs, and become dramatic war grounds. I've had incredible games on large and huge maps, where there were truly epic marches of troops across the desert, usually meeting the enemy in between and staging huge battles. It's far more interesting than the same old city attack/defense that most wars are made of.
 
The problem that makes it more of an issue in MP games is that you have somebody to compare yourself with :)

The worst starts are when you get a poor starting plot on a really good area with other civs. You don't get many 'boost' resources for your first city so you can't expand like everyone else and since its a really good area they get several really good cities while you struggle. In a SP game that's part of the fun but in an MP game it kinds of ruins it.
 
The problem that makes it more of an issue in MP games is that you have somebody to compare yourself with :)

The worst starts are when you get a poor starting plot on a really good area with other civs. You don't get many 'boost' resources for your first city so you can't expand like everyone else and since its a really good area they get several really good cities while you struggle. In a SP game that's part of the fun but in an MP game it kinds of ruins it.

thats how it is dude
 
It seems premature to judge those positions without knowing about what's in the fog, or hidden resources. How about revealing the map before taking the shot?

That said, the second one sucks.
 
I get a map crash every time I try to use this map. I get the standard all plains except forest around starting points map.

The PythonErr.log gives me:
Traceback (most recent call last):

File "<string>", line 1, in ?

File "<string>", line 52, in load_module

File "PerfectWorld", line 215, in ?

ImportError: cannot import name random
Failed to load python module PerfectWorld.
ERR: Call function getNumHiddenCustomMapOptions failed. Can't find module PerfectWorld
ERR: Call function getNumCustomMapOptions failed. Can't find module PerfectWorld
ERR: Call function getNumHiddenCustomMapOptions failed. Can't find module PerfectWorld
ERR: Call function getNumCustomMapOptions failed. Can't find module PerfectWorld
ERR: Call function getNumHiddenCustomMapOptions failed. Can't find module PerfectWorld
ERR: Call function getNumCustomMapOptions failed. Can't find module PerfectWorld

The map is in the proper location and I do not get this error with any other map (well other than Seven05's World Piece map which uses PerfectWorld as a base)

Any ideas?
 
I get a map crash every time I try to use this map. I get the standard all plains except forest around starting points map.

The PythonErr.log gives me:


The map is in the proper location and I do not get this error with any other map (well other than Seven05's World Piece map which uses PerfectWorld as a base)

Any ideas?

Yep! There is an old map script called random.py. This name conflicts with the random.py that is part of the Python system modules. Find the random.py map script and rename it.
 
My only major complaint about this map script is that ALL I get is long diagonal chains of islands or one massive diagonal continent [if I turn on pangea settings]. It's the farthest thing I can imagine from a realistic playing field [Earth-like].

I'd love to see this script applied so that 90% of the world wasn't water, and that what remained was basically a big long strip of one island :\
 
Perfect world unmodified produces very earth-like maps for me. Mabye there is something else going on?
 
My only major complaint about this map script is that ALL I get is long diagonal chains of islands or one massive diagonal continent [if I turn on pangea settings]. It's the farthest thing I can imagine from a realistic playing field [Earth-like].

I'd love to see this script applied so that 90% of the world wasn't water, and that what remained was basically a big long strip of one island :\

Well.... There is a setting for land percent. Unless you set that to 10%, you should be getting about 26% land or close to it. Let's not exaggerate shall we? If you turn up the land percent and turn off pangaea settings I almost guarantee you will get nice big continents plus a new world unless new worlds are turned off.

The idea here is a plausable, yet completely unpredictable planet to explore. If you really want earthlike, LDiCesere's Tectonics map script has a cool Terra option that makes random continents that more or less match earths.

Edit: what map size do you like to play? Different map sizes on this script do have differing land forms. I confess the ones I pay most attention to are Standard, Huge and Duel.
 
Well.... There is a setting for land percent. Unless you set that to 10%, you should be getting about 26% land or close to it. Let's not exaggerate shall we? If you turn up the land percent and turn off pangaea settings I almost guarantee you will get nice big continents plus a new world unless new worlds are turned off.

The idea here is a plausable, yet completely unpredictable planet to explore. If you really want earthlike, LDiCesere's Tectonics map script has a cool Terra option that makes random continents that more or less match earths.

Edit: what map size do you like to play? Different map sizes on this script do have differing land forms. I confess the ones I pay most attention to are Standard, Huge and Duel.

Standard.

Sorry for exaggerating, but I REALLY love your script but the crazy looking island-continents aren't very fun purely because it's one like stretch of cities.

Most of my maps end up as one lonnnng banana shaped continent with 26% land and pangea on.

And it's not very wide. Maybe two cities width at it's widest
 
Standard.

Sorry for exaggerating, but I REALLY love your script but the crazy looking island-continents aren't very fun purely because it's one like stretch of cities.

Most of my maps end up as one lonnnng banana shaped continent with 26% land and pangea on.

And it's not very wide. Maybe two cities width at it's widest

Is what you are getting looking like the screenshots on the first post? Those are typical of what I usually get. I have seen some really snaky looking continents before, but it's pretty rare. I wouldn't mind a screenshot to make sure there's not something wrong.

Other than increasing the land percent, there is one more thing you can try.
Find this line:

WorldSizeTypes.WORLDSIZE_STANDARD: (26,16),

and change it to:

WorldSizeTypes.WORLDSIZE_STANDARD: (24,16),

What this does is rather complicated to explain, but it lowers the resolution of the initial peak place placement and makes for bulkier continents. It used to be this way, but I changed it because I was getting lot's of pangaeas and super bulky continents and I thought it went a bit too far in that direction. You may think differently though.
 
I was getting much the same thing - long, snaky continents. Of course I had a custom grid size of 192x120 set. Two things fixed it. One is detailed a page or two back, a small change Cephalo suggested that sinks the middle of the map (I think this will help compress your 26% into fatter continents). The second was that I changed the custom grid size from 192x120 to 192x112 (ie from 48x30 cells to 48x28 cells). I don't know why that made such a big difference, but it did. I get a nice mix of big fat continents, often with interesting peninsulas and bays, and some island chains. The snakiness is still there in small spots and it helps to create the island chains and peninsulas, but it is not the dominant appearance of the map anymore.
 
Hello! I just recently bought and installed BtS for Civ4. First off, will this MapScript work for me (using BtS)?

I'm the kind of player that loves continents and terrain just like our real world. Because of my older laptop I am only basically able to play on Standard sized maps with 7 or 8 civs. I also like the idea of civs starting all over the place and not just one specific continent. Having civs start on different continents and also leaving one or two "New World" continents to explore sounds like the perfect MapScript. Is this what this script will do? If so, could you please tell me exactly what settings I should set to create a Standard size map that fits the descriptions I've stated? Any info would be appreciated.

Thanks for your time!

- manooly
 
Hello! I just recently bought and installed BtS for Civ4. First off, will this MapScript work for me (using BtS)?

I'm the kind of player that loves continents and terrain just like our real world. Because of my older laptop I am only basically able to play on Standard sized maps with 7 or 8 civs. I also like the idea of civs starting all over the place and not just one specific continent. Having civs start on different continents and also leaving one or two "New World" continents to explore sounds like the perfect MapScript. Is this what this script will do? If so, could you please tell me exactly what settings I should set to create a Standard size map that fits the descriptions I've stated? Any info would be appreciated.

Thanks for your time!

- manooly

The script should do just that right out of the box! :)

uh.. but if it doesn't, let me know and we'll decide what to do about it. :blush: There are a collection of tuning variables at the beginning of the script that you can play with. This script is meant to be a 'plausable' earth, but also very different from earth as far as where the continents are and how many.
 
Perfect! Thanks for your reply. How exactly do I get your script to work when starting a new game?
 
Perfect! Thanks for your reply. How exactly do I get your script to work when starting a new game?

If you put it in the right place, you should get the option to use PerfectWorld as your map script when starting the game.
 
So, I'll simply be able to select it is one of the map types like Continents, Terra, etc. right? Thanks!
 
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