Map generated using version 2.55 with the the new 'Deep Ocean' terrain from RiFE. ErebusContinent Current Version: 2.71 ErebusContinent is a map script for Fall From Heaven 2 that simulates a single continent or region. The world is generated using a detailed heightmap which is modified by plate tectonics. A climate simulation is run using this heightmap to create realistic climate zones based on the shape of the landmasses and the altitude of the heightmap. Mountain ranges follow the natural plate boundries creating detailed and beliveable mountain ranges and passes and the climate model reflects this with effects such as 'rain shadows' near mountain ranges and lush jungles or forests in areas of heavy rainfall. Player starting locations can be based on the 'flavor' of each civilization. The Malakim will be in the desert, the Illians in the snow, the Lanun on the coast and so on. Every effort is made to ensure the starting locations are also playable and not just flavorful. This means jungles and forests will be cleared around civs that can't take advantage of them and the peaks and hills can be reduced or flattened to ensure you have enough room to grow (and the dwarves have some flat land for food). Some civilizations are also given preferences starting near other civs or off by themselves. Player starting plot selection is still not perfect 100% of the time and it probably never will be, however as of version 2.50 it is substantially better than it has been. Installing and using ErebusContinent.py: Simply extract the mapscript from the attached zip file into your ...\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\PrivateMaps folder (or the private or public maps folder of your prefered FfH mod). When playing the game you will see ErebusContinent as an available map. Remember, this is a random map generator, not a static map or scenario, you can use it with either the 'Play Now' or 'Custom Game' options and it is fully compatible with multiplayer games. Map Options: You can adjust several settings to control what type of map will be generated for your game though the following in-game map options. You do not need to edit the map script for any of these changes. Cohesion: The cohesion options controls the overall formation of the landmass. High Cohesion (the default) will tend to produce a single large continent and some surrounding islands. Low Cohesion will result in snakey continents and islands and Medium will fall somewhere in between. Because the map is randomly generated using a heightmap there is never a guarantee of the exact continent/island mix, size or shape. You can see several examples in the screenshot attached at the end of this post, it shows a 3x3 grid of maps where each row is the cohesion (high, medium and low) and the columns are sea level (low, medium and high). Mountians: You have three options for mountains (and hills) to control their placement. This option is pretty self-explanatory and should deliver exactly what you expect from each setting. The default mountain setting will ensure that you have mountain ranges and plenty of hills. Desert/Tundra/Jungle Chance: These three options each have 6 possible settings. They can be turned off, preventing them from appearing on the map at all, or they can be adjusted to fit your taste. It is important to keep all three settings in mind when adjusting them as unusual combinations such as setting all three at 'High' may not always work as desired. Although they are independant setting the Desert Chance to high will reduce the total amount of grassland on the map which can indirectly reduce the amount of terrain available for jungles. Likewise, setting the Tundra Chance to high can indirectly reduce deserts as I do not allow desert terrain to be placed in cold areas regardless of the rainfall. Plains Chance: This option will allow you to increase the number of plains tiles in proportion to the grassland on the map. You can not decrease plains independantly of reducing the desert chance. Combining increased plains and increased deserts will significantly reduce the amount of grassland on the map. With 2.60 there is a new option here for 'Great Plains' that will convert desert plots to plains based on temperature. This can include areas on the map that are cooler due to altitude, not just in the north, however the effect is most prominent in the north. Since it is temperature based, maps with little or no tundra may see a reduced effect using this setting and it will be less prominent on maps with y-wrap enabled. Forest Density: You can adjust the overall forest density with this option. This will change the amount of forests placed outside of areas with extremely high rainfall. In those areas you will still have dense forest/jungle regradless of this option. The forest density setting is most noticeable in plains tiles. World Wrap: The default setting is for a flat world (no wrap), here you can exable x, y or both x and y wrap. The map will be generated as if the world were flat regardless fo the wrap setting so there will be no land at the edges of the map. Having y wrap enabled changes the climate model to allow tundra and snow in the south as well as the north which can reduce the over amount of desert, jungle and grassland tiles available. The polar ice formation is also changed when y wrap is enabled so less ice is created towards the corners of the minimap making it possible to actually travel between the north and south map edges. Starting Plot Rules: (New with 2.57) This options controls how the flavorful starting locations are selected and whether or not you want all human player units to start on the same tile. There are three choices, each available twice, once for the default spread out unit starts and once for all units on the same tile. Full flavor starts will follow the preferences defined for each civ whenever possible. Limited flavor starts uses modified preferences for civs that normally start in the tundra and snow so they will try to start at the edge of the tundra rather than burried in it. Minimal flavor rules will try to keep players from starting in tundra and it will add a process to clean up terrain around player starts replacing marsh, tundra and snow terrain with grassland (softly so it doesn't look like a big green BFC in the middle of tundra). Rivers and Lakes: The frequency and size of the rivers and lakes can be controlled with this setting. The default setting will produce numerous rivers, some of them spanning most of the continent. Advanced Terrain: This option (default is on or enabled), allows the map script to run an additional detail pass when generating the plate tectonics which will add extra details to the coastlines. Advanced Terrain also allows the script to place Haunted Lands, Ancient Forests, Kelp and Reefs if supported by the mod. Supported custom Infotype list for mod authors: Spoiler : These are not required in order for the map to function, if they are missing from your mod the script will replace them with something else or skip them entirely. For example, if your mod does not have the haunted lands features you will instead see some burnt forests placed near the ancient ruins. FEATURE_KELP FEATURE_REEFS FEATURE_HAUNTED_LANDS FEATURE_CRYSTAL_PLAINS (Will not be placed if CIVILIZATION_FROZEN exists in mod) IMPROVEMENT_CITY_RUINS_ANCIENT TERRAIN_OCEAN_DEEP Smart Climate: This option has four possible choices. If left off (default) the map will use the standard climate model with no changes to the Desert, Tundra, Jungle and Plains selection you made. If turned on, it can adjust the climate based on the civs in the current game. Think of this as a way of reverse engineering natural selection, since civs will likely adapt to their surroundings this option makes those surroundings appropriate for the civs you have in your game. Instead of saying, "this world has no desert so we won't have a desert based civilization" we say, "this world has no desert based civilization so we don't need deserts." When using any of the three 'On' settings the map will also evaluate the continents and compensate for the potentially excessive deserts, tundra and snow that is possible. If you have a single massive continent the default climate model will naturally create more deserts than you would see with several smaller continents so the smart climate code will decrease the desert and plains amounts slightly for massive continents as well as adjusting for continents that are predominantly in the northern half of the map by reducing the maximum temperture allowed for tundra and snow. For a more detailed description of the three Smart Climate settings, see below: Spoiler : On (Minimal Effects): This is the most basic smart climate option. All this does is make sure that you have not disabled deserts, tundra or jungles when you have a civ in the game that favors them. It will not adjust the amount of deserts, tundra or jungles beyond that. For example, if you turn deserts, tundra and jungles off and then the Malakim are in your game this will turn the deserts back on. If you don't turn any of the terrains off you can use this setting to take advantage of the automatic compensation for massive continents without any other adjustments to your settings. In other words, if you're picky about what YOU choose but still want to make sure your map isn't messed up because you ended up with a single large continent in the north side of the map use this option. On (Override Selection): This setting will completely ignore your map option choices for desert, tundra and jungle chance and set them up automatically based on the civs in the game. This means if you have no Malakim in your FfH game, you will have no deserts. Likewise, if you're playing RifE and have the Malakim, D'Tesh and Scions in you game you will have a good amount of desert as well. The values here are determined by the total number of players so you will see much less of an effect when you have just the Malakim in a 12 civ game than you would with just the Malakim in a 4 civ game. On (Modify Selection): This last setting for the smart climate is probably the easiest to work with. It takes the options you selected for your desert, tundra and jungle chances and adjusts them based on the civs in the game. This means you can select a low chance for tundra and it will automatically increase the tundra chance if you end up with both the Doviello and Illians in your game. This setting works very will leaving the desert, tundra and jungle chances at their default values becauase, unlike the previous setting (Override Selection) this will not forcibly prevent those terrains from being in the game if there is no civ that uses them. So if you have no Malakim you will still have some desert but it will be very small. See the screenshot fo the map at the beginning of this post for an example of using this setting on a world that ended up with no desert civ in the game. IMPORTANT NOTES: If you're playing on standard, large or huge worlds I strongly suggest increasing the number of civs in your game if you use the last two Smart Climate options. By it's nature, the smart climate will give you the absolute most possible useable tiles for the civs in your game so using the default number of civs can result in a lot of room to grow. If you are using the Limited Flavor or Minimal Flavor starting plot rules the tundra will be very low or missing entirely using either modify or override smart climate options. I strongly recommend manually selecting your climate preferences and then using the smart climate's 'Minimal Effects' option for games with limited or minimal flavor. Ancient City Ruins: This option will place city ruins and roads on the map before the game. The ruins are clusters of ruins so they look visually different than that single ruins that litter the map over the course of the game (in my games anyway). If it upsets you that you can have city ruins closer than the minimum 2 tile seperation for normal cities do not turn this on. The roads that are placed around the ruins and between the cities are not always complete as a number of them are randomly removed. Each city cluster also has a chance to have an addition raw mana node as well as a graveyards. If you are playing a mod that supports haunted lands those will also be placed around the ruins. The ruins will be placed between 5 and 8 tiles away from player starts and only on the largest continent. Compatability: ErebusContinent has native support for base Fall From Heaven 2, Rise From Erebus (RiFE), Wild Mana, Orbis and Flavour Mod (with some minor issues). It will not work properly for mods based on anything other than Fall From Heaven, for those mods I recommend Cephalo's Perfect World 2. ErebusContinent currently supports flavor starts for the following Civilizations in addition to all of the base Fall From Heaven civilizations: AUSTERIN ARCHOS DURAL CHISLEV CUALLI MAZATL JOTNAR D'TESH MECHANOS SCIONS FAERIES TLACATL PALATINATE Flavour Mod (and flavor start options in RifE and Wild Mana): If you are using Flavour Mod or a mod that has incorporated Flavour Mod there are some minor issues to be aware of. If you opt to have no jungles in your map, Flavour Mod will place marshes randomly across your world. Flavour Mod will shuffle the players AFTER I place them so the flavor starts may not always be correct since we use different methods. Flavour Mod disables calls to some normilization functions in the map script, so oddities with forest and jungle clearing with Flavour Mod enabled may occur. The good news is that in most cases ErebusContinent and Flavor Mod compliment each other very well. If you experience odd behaviors please try running the map with Flavour Mod disabled to ensure that it is a problem with ErebusContinent and not an issue created by Flavour Mod. Despite these minor issure, Flavour Mod is still recommended as I do not use any special code for placing unique features, forts or other features used by FfH. KNOWN ISSUES: I do not know if it is caused by Wild Mana or the integrated Flavour Mod however games in Wild Mana with Flavor Starts enabled can have riverside tiles in the desert that are missing floodplains. Missing floodplains will NOT occur with flavor starts disabled or in base FfH and I did not see that issue in my RiFE testing. Orbis spawns critters from city ruins, use the Ancient Ruins map option at your own risk Recommended Settings: A lot of people have asked how I use this script, being the author my personal tastes obviously impact the script so here is what I do: Size: Large (with 10-12 civs) Sea Level: Low Cohesion: Medium (Or, high cohesion and medium sea level for fewer islands) Mountains, Deserts, Tundra, Jungles, Forest Density, Rivers and Lakes are normally left at their default setting. Sometimes I want a specific world and manually adjust some like turning jungles or tundra off, not often though. Plains: Great Plains Advanced Terrain: On Smart Climate: On (modify selection) Ancient Ruins: On With 2.50 the build time for a map with these settings on my PC is around 40-45 seconds. Prior to 2.50 with similar settings it would take anywhere form 1:20 to almost 2 minutes. If you notice that the AI moves it's starting settlers into a poor position frequently (too close to a neighbor for example) you can fix this by using the Advanced Start game option. Hopefully this is less of an issue with 2.70. Enjoy!