Sid Meier's Civilization V

Sid Meier's Civilization V

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Fantasy Map Script
   
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18.994 KB
23 Apr, 2013 @ 10:17pm
27 Apr, 2014 @ 6:58pm
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Fantasy Map Script

Description
This script has been completely rewritten!

A flexible map script that creates a map of distinct regions, like those in fantasy books. By default, latitude has no bearing on terrain--snowy wasteland could be at the equator, and jungle could be at the poles. Mountains occur in ranges along (some of) the borders of regions. Can generate both wrapping (World) and nonwrapping (Realm) maps.

Lua file[raw.githubusercontent.com]

GitHub repository[github.com]

Custom Options
  • Scope: World and Realistic World wrap east/west. Realm and Realistic Realm do not wrap. Realistic types have cold terrain at the poles and hot terrain at the equator. Note that selecting Realm or Realistic Realm does not automatically create a one-continent map of mostly land. To create such a map, Continent Size must be Pangaea and Ocean Size must be lower than Half Land.

  • World Age: controls amount of mountains and hills. has three more options than usual.

  • Region Size: size of the blobs of similar terrain within each continent.

  • Continent Size: how big are the major landmasses?

  • Continent Shape: snakey to blobby. "Extra Snakey" can result in 1-tile-wide spaghetti. "Total Blobs" tend to be fat and round.

  • Island Amount: How much of the land is in masses smaller than 11 hexes. "Few" is 3% of land area, "Tons" is 50% of land area.

  • Ocean Size: "Almost Entrirely Land" to "Waterworld". All options result in navegable ocean poles except for "Almost Entirely Land" (or if the Scope is Realistic).

  • Coast Width: "Thin" removes all coastal tiles but those directly adjacent to land. "Normal" uses Civ V's standard algorithm. "Wide" and "Really Wide" expand the standard algorithm.

  • Mountain Clumpiness: "Epic Clumps" results in a small number of dense mountain ranges, whereas "Completely Scattered" distributes the mountains in a fairly uniform manner.

  • Temperature and Rainfall: If one of these is set to "Random", it will just pick one out of the three. If both are set to "Random", an entirely randomized climate is generated.

Picture 1
defaults

Picture 2
Scope: Realistic World

Picture 3
Scope: Realm
Ocean Size: Lots of Land
Continent Size: Pangaea
Coast Width: Very Wide
World Age: 2 Billion Years
Mountain Clumpiness: Epic Clumps
Rainfall: Wet

Picture 4
Scope: Realistic Realm
Ocean Size: Mostly Land
Continent Size: Pangaea
Coast Width: Wide
World Age: 3 Billion Years

Picture 5
Ocean Size: Earthsea
Continent Size: Tiny
Island Amount: Lots
Temperature: Hot
32 Comments
Juras 9 Apr, 2015 @ 7:05pm 
Ah, ok thanks author!
m  [author] 9 Apr, 2015 @ 8:33am 
Juras 8 Apr, 2015 @ 3:41pm 
Direct Download please? Thanks :)
m  [author] 25 Jul, 2014 @ 10:28am 
I'm working on a rewrite of the script that will include optional fallout: https://github.com/zoggop/Civ5FantasticalMapScript/
zArkham4269 25 Jul, 2014 @ 7:44am 
Any way you could either make an addition to this mod which would add fallout? I've been looking for a good map script to use for post apocolyptic games. Of course it would be nice if you could also add the mindworms from the Alpha Centauri mod to represent a dangerous fantasy world.
m  [author] 9 Apr, 2014 @ 10:44pm 
Faerillis, you're right, the map by default had wayy more than the usual number of mountains. I changed it so that 4 Billion Years (the default) is more like 4 Billion Years in the scripts that come with the game. 3 Billion is now what 4 Billion used to be.
Faerillis 15 Mar, 2014 @ 7:43pm 
Well, thank you for getting back to me; I'll make sure to give it a try on some of the ages you suggest.
m  [author] 14 Mar, 2014 @ 11:52pm 
I did a few quick tests to refresh my memory. This script's mountain placement isn't very even. 6 Billion Years age will get rid of all mountains (except possibly one tile). But at every other age, even if there aren't many mountains total, they will tend to be in clumps or ranges. It's entirely possible for one continent to have a large mountain range and another continent to have none. This is because they're drawn group by group rather than randomly spread across the entire map, nor are they based on any kind of underlying heightmap.
m  [author] 14 Mar, 2014 @ 11:31am 
Glad you like it :-) About mountains and hills, 'world age' in this map script doesn't work the same way as usual, and there are two more extreme options. If you set the world age all the way up, the map should be nearly devoid of mountains. But maybe I screwed that up? Unfortunately, I don't have the game installed right now, to make sure it acutally works the way I think it does.
Faerillis 8 Mar, 2014 @ 4:11am 
Mind you, an option is all it should be. The super mountainous default requires you to really adapt playstyles. I founded cities closer to others than I ever would before to get a port connected to my capital and founding ports on new continents often had me debating wars I'd otherwise avoid, or even City-State conquest.