[Map Script] Tectonics

Add this in the .py file:
Code:
def getGridSize(argsList):
    "Enlarge the grids! According to Soren, Earth-type maps are usually huge anyway."
    grid_sizes = {
        WorldSizeTypes.WORLDSIZE_DUEL:        (13,8),
        WorldSizeTypes.WORLDSIZE_TINY:        (16,10),
        WorldSizeTypes.WORLDSIZE_SMALL:        (21,13),
        WorldSizeTypes.WORLDSIZE_STANDARD:    (26,16),
        WorldSizeTypes.WORLDSIZE_LARGE:        (32,20),
        WorldSizeTypes.WORLDSIZE_HUGE:        (38,24)
    }
The map sizes here are those of Terra, which is bigger than regular map sizes. Just change x/y to what you want.
The script itself should do fine if you change the size.

Cool. Thanks!

Does this need to be added to a specific place in the file, or can you just tack it on to the end?

And can this be added to any other script, as well? (Like to Hemispheres, for instance)?
 
Add this in the .py file:
Code:
def getGridSize(argsList):
	"Enlarge the grids! According to Soren, Earth-type maps are usually huge anyway."
	grid_sizes = {
		WorldSizeTypes.WORLDSIZE_DUEL:		(13,8),
		WorldSizeTypes.WORLDSIZE_TINY:		(16,10),
		WorldSizeTypes.WORLDSIZE_SMALL:		(21,13),
		WorldSizeTypes.WORLDSIZE_STANDARD:	(26,16),
		WorldSizeTypes.WORLDSIZE_LARGE:		(32,20),
		WorldSizeTypes.WORLDSIZE_HUGE:		(38,24)
	}
The map sizes here are those of Terra, which is bigger than regular map sizes. Just change x/y to what you want.
The script itself should do fine if you change the size.


Awesone :) One last question. I was reading a buhc of older posts and someone talked about issues with certain resources not showing up. I think it was wheat and cotton? Can't remember I was so tired. I'm just wondering if that issue was fixed at some point?
 
LDiCesare - Sorry I lied. That wasn't my last question... because I think this is my new last question!

How can I edit the script to have a 50% water option? The 60% water option is actually creating about 75% water right now...
 
The proportion of kand/water is controlled in the generatePlotTypes() method.
You can change that around line 778 of the script.
Replace for instance
Code:
	elif (userInputLandmass == 1):       # "Earthlike (60% water)"
		numContinents = 2 + numPlayers*2
		numSeaPlates = numPlayers*3 - 2
with
Code:
	elif (userInputLandmass == 1):       # "Earthlike (60% water)"
		numContinents = 2 + numPlayers*2
		numSeaPlates = 2 + numPlayers*2
Note I use the number of players to decide thenumber of plates used in the tectonics script rather than the map size. This was both out of laziness (not knowing the map size) and to make sure there are enough plates on a small crowded map so everyone has some land.
A 50/50% ratio will probably generate slightly more land than water on average, as additional land is created when plates meet and when hotspots are generated.
 
I never got any issue with resources. Anyway, this map script doesn't change anything wrt resources.

I know you mentioned this before, but I just wanted to double chceck. There are a lot of resources on the map. Almost too many (for my Gigantic maps). So there's nothing modified for resources? It should use the standard algorithm?

Also, I madea bunch of edits to the 60% map, even setting it to a static 5 continents and setting static figures... like 1 continent 1 sea shelf... weirdly I'm still getting the eact same setup as before. Not sure why?
 
Resources are normal.
Each seed generate a plate, which is then grown. If seeds are very near, the plates'll be small. If land plates are small, you've got more water. Put more land plates if you think there's too much water. The algorithm gives, by intent, very random results. So a 50/50 should give sometimes lots of water, sometimes lots of land and often about the same quantity of each.
 
Sorry if I sound like a dunce. Just trying to understand it a bit more.

Is this what you're suggesting for equal water & land?

Code:
elif (userInputLandmass == 1):       # "Earthlike (60% water)"
		numContinents = 5
		numSeaPlates = 5
 
That would do it, though the number of plates is a bit small. For a gigantic map figures should be like 40 rather than 5. What I wrote would give roughly equal sea and soil.
 
Sorry if I sound like a dunce. Just trying to understand it a bit more.

Is this what you're suggesting for equal water & land?

Code:
elif (userInputLandmass == 1):       # "Earthlike (60% water)"
		numContinents = 5
		numSeaPlates = 5

Hehe, that ended up making a massive ocean with just a 1x1 square blib of land. Hmm, I totally don't understand this.
 
Hoitspots are a geological feature which tends to create volcanoes independently of where a plate is. So hotspots act as random terrain elevations, resulting in isolated islands on the sea, and isolated hills or peaks on land.
 
This is really the only map script I use nowadays... thanks for the excellent work! The only question I have regards tundra - now that many continents touch the poles, it seems large amounts of the land mass is often occupied by tundra, which is a bit boring gameplay-wise, as well as giving the civilization starting next to it a disadvantage (less productive terrain).

Is it possible to adjust the script so that a bit warmer planets are produced, with perhaps less tundra and more jungle and desert? It would also make the comparative areas of each terrain type closer to that on Earth (in Civ, the polar areas are much larger than on real Earth, because the map is not spherical).

I do not want to eliminate ice altogether, or replace tundra with grassland, so I am not using the No Ice option... the standard scripts seem to have the Temperature control, but it is sadly disabled for the Tectonics script.
 
Or maybe it would be possible to adjust the script in a way, preventing the continents from touching the poles ?

I am thinking of including a variant of your script in my RandomMapScript, if you don't mind. (I send you a PM with some more detail).
 
It's possible to prevent the continents from touching the poles. For instance, put a water tile on the poles (something like that is done in the Pangaea option of the script).

However, I won't do it, except maybe as an option, because it is definitely not realistic for me.
If you check a globe of Earth, you'll notice Groenland in the north is from 60° to 80°. In the south, Antarctica takes everything from 68° to 90°.
So if you want to say a realistic Earht requires water around the poles, the definition of pole becomes around 68 or 65° for the South pole. For the north, either it's 80° but then it's not symmetric, or you look at the arctic circle around 65° and look around Siberia.
The only way to have water at the poles is to consider the Civ poles are above 80°, but then by symmetry, Antarctica would take the whole south edge of the map.
 
Am loving Tectonics in BTS! Question---for Panagea can we get like a 'lakes and straits' option to add some finger projections of water into the panagea, and some largish (5-10 tile) lakes in the middle, feeding the rivers? Maybe even something like the North American Great Lakes. Mostly I only get one tile lakes.

EDIT: Also would an aritificial Hemispheres version be possible (quad corner continents)?
 
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