Mundus Novus (New World Map Script)

npburg

Chieftain
Joined
Oct 28, 2001
Messages
52
I posted a new map script which generates a Home Land continent with all the major Civilizations (66% of the landmass) and a Distant Lands that has no major Civilizations (only 33% of the landmass). Independent Peoples will still appear in the Distant Lands. The script includes additional modification to improve the continent generation to support these changes.

The motivation for the script leans into the Civilization VII game design for the Exploration Age by having a new open continent for the major civilization to explore and expand to. With no major civilizations, this New World will have many opportunities to find new Discoveries and establish new Settlements. Through playtesting I have found the Exploration Age much more interesting and enjoyable.

More details can be found on the mod page:

mundus_novus_23.png

mundus_novus_43.png


mundus_novus_33.png
 

Attachments

  • mundus_novus_22.png
    mundus_novus_22.png
    2.1 MB · Views: 6
  • mundus_novus_44.png
    mundus_novus_44.png
    3 MB · Views: 6
I absolutely love this, I always play civ 5 like this, with as much civs I can fit onto the old world and a totally empty (except for city states) new world. The race to the new world is fun as hell. Thanks for making this mod!
 
I posted a new map script which generates a Home Land continent with all the major Civilizations (66% of the landmass) and a Distant Lands that has no major Civilizations (only 33% of the landmass). Independent Peoples will still appear in the Distant Lands. The script includes additional modification to improve the continent generation to support these changes.

The motivation for the script leans into the Civilization VII game design for the Exploration Age by having a new open continent for the major civilization to explore and expand to. With no major civilizations, this New World will have many opportunities to find new Discoveries and establish new Settlements. Through playtesting I have found the Exploration Age much more interesting and enjoyable.

More details can be found on the mod page:

View attachment 730023
View attachment 730024

View attachment 730027
Looks cool, but I wonder, are those small or standard maps? With standard map and 8 civs overall, spawning in the center of homelands could make reaching distant lands really hard.
 
Definitely looking Forward to when we can have custom maps
Homeland: Distant Land tile ratio
1:1 (standard)
2:1
1:2

Homeland: Distant Land Player Ratio
2:1 (standard)
1:1
1:0
Custom (Assign individual players)

Player#1 in Homeland/Distant Land/Random
 
Looks cool, but I wonder, are those small or standard maps? With standard map and 8 civs overall, spawning in the center of homelands could make reaching distant lands really hard.
The script works with any of the map sizes. I haven't tested with mods which can create other sizes but my script probably would work since it doesn't assuming specific map dimensions or player counts.

I had similar concerns about getting stuck as a landlocked civ so I have spent quite a bit of time refining the script. There is more padding around the poles to help with getting around if you spawn in the North/South. The script will randomly generate large bays/gulfs that give sea access to the center of the continent and I wrote a custom function to replace the way the normal script generate the sectors that the major civs can spawn in for a better distribution. I got the basic script working more than a month ago and have been refining and playtesting it and have found that I was always able to access the distant lands by the start of the Exploration Age. I don't have any hard coding that forces these features so it is possible to have a landlocked start and you would have to fight your way to the coast in the Antiquity Age or build a Mongolian style empire in Exploration Age (although in my dozens of playtests, I haven't encountered this).
 
I absolutely love this, I always play civ 5 like this, with as much civs I can fit onto the old world and a totally empty (except for city states) new world. The race to the new world is fun as hell. Thanks for making this mod!
Exploration and expansion in the antiquity age is great fun especially with the new scout mechanics and goody huts. This script enables that to continue into the exploration age making it much more rewarding to race to the new world. The Inca unique unit, Chasqui, is actually very useful with this script since there is so much to explore and the Spanish Conquistadors units can be quite powerful.
 
Back
Top Bottom