[Map Script] PerfectWorld.py

New Version 1.11

I changed the combination of bonuses and features so that features again have the priority over bonuses, except for forests specifically. That was my original intent with that whole thing anyway, for some reason I thought I needed to handle the features generically, which I don't in any other part of the script, so why here?

Anyway this means there will no longer be corn in jungle, or oil on floodplains and other such craziness. You wouldn't believe how complicated it was to get this simple thing working. The combination of TerrainBooleans, FeatureBooleans and FeatureTerrainBooleans has far reaching effects, and for a while everything I tried in order to control the results failed.

The only thing that might seem weird is that horses, being a hidden resource, will appear in forests occasionally. I think that's ok. At least they won't appear in jungle anymore.
 
wow. I didn't forsee the difficulties you'd face in my suggestion. I am a novice programmer so I understand how a seemingly small change suddenly has vast consequences such as the floodplains issue.

I appreciate all your work into this (and your other) excellent map scripts! Keep it up :goodjob:
 
If you're having problems with resources & floodplains (or, if you had to fix them) you may want to double check your resource placement since most resources are setup to not be allowed on riverside tiles in the first place.
 
If you're having problems with resources & floodplains (or, if you had to fix them) you may want to double check your resource placement since most resources are setup to not be allowed on riverside tiles in the first place.

I can't remember now what the code used to be, but I did see some oil resources on riversides, which is not supposed to happen. It shouldn't happen anymore though, the new code is more similar to the dll code now and a little bit simpler. If you were using that code from a previous version in your map, you might want to look at it in the PlotCanHaveBonus function. I hope I didn't use a 'return True' in there and skip many of the tests, but I might have.
 
I haven't had any problems yet :)

I'm not using the latest code though, a while back I changed most of the resources in XML to allow them to appear on tiles with jungles and forests.
 
I find this the best map script for my games with 18 civs, but i find a problem
I played this script 3 times and everytime the capitals were too powerful, with at least 6 resources (One time 5 fish, 1 gem and 1 iron) but everywhere else the resource were few. My other 5 city had almost no resources
There's a way to make a more random distribution? I use bts

(Sorry for my english, i'm italian)
 
I find this the best map script for my games with 18 civs, but i find a problem
I played this script 3 times and everytime the capitals were too powerful, with at least 6 resources (One time 5 fish, 1 gem and 1 iron) but everywhere else the resource were few. My other 5 city had almost no resources
There's a way to make a more random distribution? I use bts

(Sorry for my english, i'm italian)

The starting plot normalization will pump up the resources in a capital if it determines that this person will have less access to less land for expansions. If you look at the cities with the fewest resources, they should be situated better for expansion. I mean, that's what I tried to make happen. :p

I have often found that the more resources I have, the harder the game is on this map. If you have cheat codes turned on and press ctrl-z so you can see the whole map, it should make sense that this or that capital has alot of resources. It's usually because you are close to other neighbors and have few places to expand.
 
When I tried this map script, it would hang on initializing at about 10%. CPU loaded down, hard drive not running. Went & got something to drink, came back, still at the exact same spot, so I had to kill the process. I tried this several times and then gave up.

No I didn't try it at less than huge size - I don't bother with small map games.
 
When I tried this map script, it would hang on initializing at about 10%. CPU loaded down, hard drive not running. Went & got something to drink, came back, still at the exact same spot, so I had to kill the process. I tried this several times and then gave up.

No I didn't try it at less than huge size - I don't bother with small map games.

Ah you gotta be patient. This is the gauranteed to be the slowest map script out there. Luckily you only have to generate a map once per game. A huge map will take a good long time to generate. If you had gone an cooked up a grilled cheese sandwich or something, it would have been done when you got back.
 
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'."

Last night I started a game with Arid settings (almost only deserts w/ floodplains or hills and a few regular patches here and there).

It was nice for awhile, then I got my ass kicked by Genghis... I'm not really sure if I want to try that again :D (The Arid setting, I'm sure I'll have my ass kicked again in civ)

The main problem is that production is really difficult. For starters, my starting position had access to 6 flood plains, 1 desert with a river, 2 desert hills, 1 plain hill, 1 plain, 1 plain w/forest, 1 coast, 1 coast with fish.
For my second and third cities I only had floodplains, desert and water (and one or two plains). 3 hammers tops.
By the time all went wrong I was considering further expansion (settlers and workers used all the extra food, so producing them was quick) but I only had two choices
a) Coastal cities: water, a few flood plains and desert
b) Desert cities: desert, a few flood plains and all the hills I could get (max city size: 5 or 6)

What went wrong: I couldn't finish building my forces (and had the slight health problem due to the number of flood plains) and Genghis had plenty of horses and axes and a more favorable position (near the pole, more grassland and hills)
 
Ok, I fixed a small bug in the bonus placer. The current version is now 1.12.

The number of bonuses to place is not ever supposed to be zero, but for some reason I thought that was a valid result. There should always be at least one. This makes a huge defference on duel size maps. Other size maps probably won't be affected by this change.
 
Hmm. I like this script, but I have a minor problem with it, similar to what manarod was talking about. The capital cities always wind up with 5+ resources every game. I play small maps with 18 civs, because I think it's more realistic and fun with more civs, but my computer can't really handle large maps, nor am I very fond of them. Anywho, I point this out because you said civs with less room to expand from their start position will get more resources, however this applies to almost every civ almost every time in my games since they're always a bit crowded.
 
im getting a file not found error when trying to download...

Yeah, some jerk deleted all of Civ Fanatics download files. I have to figure out were I put the latest stable versions of all my maps and screenshots.
 
Is there a logical reason why this script would be incompatiable with the "earth flavour... historically appropriate starting postions" script?

Cos When I've tried it it seems to screw the script up and leaves me with a basic grasslands map with no ocean etc...

I'm asking here cos I didint get a reply on the other forum...
 
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