Ok, sorry about my absense, the good news is that I survived the layoffs
Anyway... I have a new version to upload tonight with a few minor tweaks and some new controls to play with. I also have a more significant update that I've been toying with, more on that later.
The biggest changes in the next version are:
- Ability to increase plains. You can only increase the plains as reducing them has unwanted side effects on the deserts.
- Ability to reduce/increase forest density. This is weighted by rainfall so there will still be areas of dense forest/jungle even with reduced forest density. The overall effect will be obvious, time to stick it to the elves

- Ability to increase/reduce river & lake frequency. Unfortunately this has the side effect of adjusting the overall length of rivers as well, for now the adjustments are fairly minor, if I can find a way to reduce the number of rivers without making them all short I'll increase the effect.
- Slightly reduced total landmass. The reduced total landmass will make the maps a better fit for the default number of civs. It's a small change, roughly 2% (of the total number of tiles) fewer land tiles.
- Fine tuning to the start plot selection (still not perfect). I found a bug where it was allowing civs to start very close, that can still happen but only when a civ can't find a better place to start, it should be very, very rare.
Things I'd like to add in the future:
Unique regions. Things like lush valleys with ancient forests or great plains regions without desert mixed in. These will also use new code to create some more interesting areas by simulating ancient natural disasters like meteor strikes, volcanos and earthquakes. This should give us interesting map areas like a 'crater lake' or an inland sea along a split in the underlying plates. Another possibility is to have pre-existing city ruins and roads on the map similar to how they were done in Fury Road (scattered ruin clusters and incomplete roads connecting them). This will be an on-off option as the extra passes will add quite a bit of time to map generation.
Optimization. There are a few places in the code where I iterate through the entire plot list multiple times. I'm going to try to combine more of those processes to share passes with each other since those iterations are what add the most time to the generation of the map. I did this before and it helped, if I can I'd like to do it again, I just don't know if I can do enough here to make a difference.
Bonus placement. This needs to be adjusted to better place bonuses (resources). Some of the rules for bonus placement defined in the xml files need to be broken to get them to work better with this script. For example, some bonuses have are limitiations, since an area in Civ is essentially a continent and this script tries to develope single continent maps the current method isn't ideal.
FfH unique feature placement. I need to write my own custom code to place the FfH unique features. This will help by ensuring important features aren't stucke alon on a single tile island 20 tiles off the coast. Along with the unique features I should be able to handle lairs and dungeons at the same time to better distribute them.