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Map Seeds

Khan

Chieftain
Joined
Nov 17, 2001
Messages
25
Location
Colorado, USA
Has anyone messed around with the map seeds, and if yes, are there any particularly interesting maps?

World seeds are shared in Minecraft and I have seen some really cool worlds that way.

Khan
 
I don't know any specific seeds or anything, but I do know that maps in general are more interesting with the "Detailed Worlds" mod, and in the thread for that mod there's also a few map seeds mentioned as particularly interesting.
 
Ive attempted to start games with really low map seeds (1,2,3,-1,-2,-3) in case i find a good one i dont need to retype 9-10 digits. Just wish the seed could be identified easilly from a save file.
Maybe it can??
 
Ive attempted to start games with really low map seeds (1,2,3,-1,-2,-3) in case i find a good one i dont need to retype 9-10 digits. Just wish the seed could be identified easilly from a save file.
Maybe it can??
Move the save file to your multi saves folder, load it up, and you'll see the seeds. The files can be found in Documents/My Games/Civ6/Saves
 
This is something that seems to come up pretty frequently, and most of us would appreciate a list of "pre-approved" maps. As I'm just learning the mechanics of the game, I'd prefer to play on a map with an above average start. Doesn't have to be perfect, like the maps that every Let's Player seems to "randomly" roll up every time they start a game ("OK, let's look at the map. We have 2 jungle/hill spices (4F/2P, +1C with plantation) to the south, three grass forest truffles to the east (2/1/3, +1C with camp) 2 of which are on hills (+1P) and a series of grass hills to the west for mines including 2 copper, and 3 cows and 2 horses to the north.) Not looking for something that good, but I'd like to play on something about half as good, and it seems to take me 2-3 days of just re-rolling and re-rolling to get something half as good.

It would be so convenient to just pick from a list instead. I think the major problem is that it seems that the parameters have to be identical for the map seed to generate the same map. In other words, you have to pick the same civ for the player, the same opponent civs and/or the same number of random civs, the same difficulty level, the same map type and all map features (size, resource allocation, age, start position, rainfall, etc.) So when you look at a list of map seeds, including the seeds that the Let's Players show before their game, it's very restrictive as players eliminate the seeds that aren'r of the difficulty or map size that they want to play, and further restricted if you want to play a particular civ.

The thing is, this shouldn't be the case. I thought a map seed was a blueprint for the generated map, so many of these parameters shouldn't interfere. Civ selection shouldn't factor in because the game should just substitute the civ you picked (or the AI civs) on the same map blueprint. Same with difficulty level, you'd just play on the same map blueprint at a different difficulty level. Resources would just add, subtract, or substitute resources on the same map. The only parameter that should interfere is map type. If this is (or were) the case, we could generate several lists of map seeds under various categories of map types and, among the forum, create extensive playlists of pre-approved maps, instead of re-rolling over and over until you don't get a garbage start.
 
@ShakaKhan Think of the map as a Rubix cube.

disclaimer: this is hypothetical.

What the game does when generating the map is choose a starting tile then like a rubix cube it alters the tile in certain ways (ex.using the center cross in the Rubix Cube) it can either go up, down, left or right. Up and down decides what type of tile it is , left and right is whether there is a resource and which one, it takes your random number and changes the terrain up/down x times (seed) then adjusts it left/right x times. If you know the seed number you can figure out the result based on the origin point. This is why if you choose all the same settings and use the same map seed you will end up with the same map!

However if you make any changes that alter the "Origin point" of the map, then the random elements will finish with different results. There are some things you can change, the difficulty for instance. You would think changing a civilisation would be fine since the map is already rolled before players are placed, however each civ has certain starting positions bias, (England near ocean) which screws up the positioning. The actual map should stay the same but you start in a different location.

Back to the Rubix cube metaphor, seems the game uses a running total, or it uses the previous tile in the math. So pretend you had a complete Rubix Cube, on the first tile your random seed (1 in this example) was Up 1 / Right 1, your cube would no longer be finished, the game then takes the value of the last time (1 Up 1 Right) and again applied the "Random" change of move Up 1 / Right 1 (in this case from Origin Point Up 2 / Right 2), even if both those tiles were originally grassland hills one became flood plains and the other regular grass with horses. What happens when you change settings like legendary start is you change the result of some tiles, so first step was 1 Up 1 Right, but after being applied the game adds horses changing it to equivalent of 1 up 3 right, next tile it changes the map by 1 Up and 1 Right, you see you are no longer at 2 Up 2 Right but instead 2 Up 5 Right. If you follow this logic you can see something as simple as setting legendary start could screw up the seed as you've changed the origin point in some location in the map.

Of course it all depends how the seeds actually work, so there may be some things you can change. I have been able to keep the same starting location and change the game difficulty.
 
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