GarretSidzaka
Modder
- Joined
- Dec 17, 2002
- Messages
- 4,700
looks great.
will make my next random game more fun!

Angus Khan said:Excellent map generator surt![]()
However, I do have one request...
By setting Sea Level to low, continents may be connected by coast, and may even merge. Is there any way to prevent the merging of continents, while still allowing them to be connected by coast?
# Sea Level adjustment (from user input), transformed into width of sea separating continents
sea = gc.getSeaLevelInfo(cymap.getSeaLevel()).getSeaLevelChange()
seaWidth = 4 #default width for ocean separation of continents
if (sea > 0):
seaWidth = 7 #high sea level means extra separation
if (sea < 0):
seaWidth = 0 #low sea level means continents are permitted to merge
print " seawidth",seaWidth
Bringa said:I'm practically only playing on Smartmap these days. One little feature request, even though I'm afraid it's silly: add bonus "many clump both"? As in, a clumped version, but with more stuff than in the normal clumped version.
surt said:Unfortunately, this proves difficult. I'm relying on civ code to generate the clumped resources, and unfortunately, there's no control available there. I can probably write my own version, but that's a more substantial undertaking, so you won't see such an option soon I'm afraid.
jray said:I'm curious, is the Civ4 resource placement algorithm surfaced to the modder? Or is it in their compiled code? I'd check myself but I'm travelling atm (plus, if I couldn't find it, I know it very well may still be there!). I've noticed another difference between SmartMap's and Civ4's resource placement: Civ4 tends to have more rules for where certain resources occur. For example, Civ4 seems to place crab and whale only near tundra or ice, but SmartMap will allow them near the equator. On the other hand, both SmartMap and Civ4 tend to place incense only in desert and deer/beaver only near tundra.
Anyway, it's neat to have choices to "place resources strictly according to terrain" vs. the more lenient/balanced/varied placement.
charleswatkins said:Using Rocky terrain on various islands maps, I'm getting a lot more Stone and Marble than usual and a lot less Gold. I can fix this easy enough in bonusinfo, but thought you might want to know.
charleswatkins said:Another observation: there is also an overabundance of Whales.
Just so I could stop bugging you, I took a look at the program and saw that Stone, Marble, and Whales were listed as common resources and that Gold only appears on empty Hills. That explains those. However, I am not getting Oil, either on land or sea, and did not see how that was placed.
I wonder if removing Stone and Marble from the common set and leaving them in the early start set would be a way to get them back into normal frequency of appearance while still giving players access to them.
Would it be a mistake to edit the list of common resources and early important resources to include some of the added resources available in mods like GreenMod? For this I would make a separate version of SmartMap for my own use only. Can I have your permission to do this?
My compliments for writing such well structured and commented code. I am new to Python, but have not had much trouble following it.
Rabbit_Alex said:Hey Surt,
First of all, great job! I really like the Smart maps. They are more balanced than Terra (which is my next favorite).
Can you make a version of this called SmartMap Terra which uses the same resource distribution system, but places all the civilizations in the Old World?
`DG` said:What's the best way to increase the proportion of the map that's grassland? I tried playing around with sea levels and climate but didnt seem to have the desired effect (other than setting Temperate of course, but with that there's still an abundance of plains).