trying to find a saved game's game random and map random seeds

James_Champagne

Warlord
Joined
Sep 7, 2019
Messages
252
I'm trying to figure out if there's currently a way to figure out what a saved game's game random seed and map random seed is. I use the word "currently" because I'm aware there used to be a program someone created (I believe I even downloaded it from these forums, think it was called Civ Vi Seed Pitter or something along those lines) that let you find out what it was, but for some reason it doesn't work for me anymore (perhaps it's not compatible with the GS expansion?)
 
I'm trying to figure out if there's currently a way to figure out what a saved game's game random seed and map random seed is. I use the word "currently" because I'm aware there used to be a program someone created (I believe I even downloaded it from these forums, think it was called Civ Vi Seed Pitter or something along those lines) that let you find out what it was, but for some reason it doesn't work for me anymore (perhaps it's not compatible with the GS expansion?)
Bottom of the advanced set up page if you are starting a new game. Should be in the save file if it is a game you have already started.
 
If you press 'ESC' in game, in the bottom of the menu you get you hover over the 'technical information' (you see the version number). On mouse-over it will also show the game and map seeds.
 
If you press 'ESC' in game, in the bottom of the menu you get you hover over the 'technical information' (you see the version number). On mouse-over it will also show the game and map seeds.

Yesterday I managed to find it using the "put the saved game in your multiplayer" folder but this method is even easier. Thanks!

My one sadness about this is that while I like it keeps the map the same, I don't like how it changes all of the Civ starting positions. I wonder if there's a way to open a saved game in the World Builder and assign starting positions there? Probably not...
 
A side question on this. I've noticed my seeds are almost always sequential in value. IN addition, most run the extremes from flat to extremely mountainout at times. Has anyone decoded the format to determine what each number in the value represents, IE, much like a binary code? Rightmost number represents islands, next one represents continents, etc. I'm probably way off base here but it might be interesting to be able to manipulate seeds to get more desirable map results.
 
A side question on this. I've noticed my seeds are almost always sequential in value. IN addition, most run the extremes from flat to extremely mountainout at times. Has anyone decoded the format to determine what each number in the value represents, IE, much like a binary code? Rightmost number represents islands, next one represents continents, etc. I'm probably way off base here but it might be interesting to be able to manipulate seeds to get more desirable map results.
There’s an algorithm that designs maps according to the map type. This affects things like how many continents, how much mountain/lake, etc.
then you’ve got all the details of the map: incorporating the settings at high level info into the actual, tile by tile map.
The Seed is used to determine the answers to how to apply these settings.
It’s possible to reverse engineer seed equations, but it’s quite difficult because of how they usually work. For example, other games (like say, Minecraft) will have various aspects of the map pulled from different bits of the binary representation of the seed. Iirc, caves in Minecraft are based on the first 48 bits of the 64 bit seed. So while you could make two different 64 bit seeds with identical caves, controlling the specifics of those caves is sifting through a 48 bit number being fed into some pseudorandom generator.
You’re better off using mods to let you control more high level settings of the map generator than directly manipulating the seed.
 
There’s an algorithm that designs maps according to the map type. This affects things like how many continents, how much mountain/lake, etc. then you’ve got all the details of the map: incorporating the settings at high level info into the actual, tile by tile map.
Ah well, that's pretty much how I expected it to work, but I've been known to be wrong once or twice. Thx for the info.
 
Back
Top Bottom