Sid Meier's Civilization V

Sid Meier's Civilization V

Fantasy Map Script
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.
Faerillis 8 Mar, 2014 @ 4:11am 
This an absolutely amazing mod; it's so much fun — not just because you get regions like a fantasy map, but finding areas like deserts or tundras doesn't give you any kind of compass for where on the map you are, which is just amazing

My one suggestion/idea for improvement, would be a way to crank down the amount of hills and mountains moreso than just planetary age. The few maps I've yet had a chance to play on this have been far too mountainous. Having these natural barriers is somewhat interesting, of course, but it becomes incredibly restrictive; trying to find places to found Port Cities on new continents is already difficult, but when only 4 or 5 tiles are available to settle it becomes quite difficult.
Robo-Pig 24 Dec, 2013 @ 8:57pm 
Looks very nice!
Dark Priscilla 13 Jul, 2013 @ 3:07pm 
Ohhh it's a map script. Subscribed.
m  [author] 7 Jul, 2013 @ 5:17pm 
coney, you're doing nothing wrong. the trouble is that each computer generates its own map. i don't understand why civ 5 does this rather than relegating the map generation to a single host, who then shares the resulting map, but it does. i think the problem could be fixed by using the same random number seed, somehow? i'm ignorant of how this would work, exactly. any help would be welcome.
Coney Island Disco Palace 6 Jul, 2013 @ 10:44pm 
There's some weird problem running this mapscript on multiplayer. After 2 turns, there's a loading screen and everyone except the host loses their capital city and gets placed somewhere completely different, apparently because the map re-generated. can anyone else confirm this, or are we doing something horribly wrong
numaru7 14 May, 2013 @ 8:34am 
oh and here's one with the weird texture that doesn't belong there: http://i40.tinypic.com/a9mfdv.jpg . in strategic overlay it doesn't show up, abd as i said, i've seen this in other mapscripts be4.
numaru7 14 May, 2013 @ 8:29am 
well, sometimes it's 100% :). I made some screens, map explored a bit and then retired to see the whole thing. Both had: pangeea, latitude sensitive - no, arid, region size ginormous(this last one i think doesn't do anything if it's pangeea). Here are the screens:
game 1:
http://i43.tinypic.com/34tc1lv.jpg
http://i44.tinypic.com/2zt94k8.jpg
game 2:
http://i39.tinypic.com/bg31ar.jpg
http://i41.tinypic.com/30rlbhv.jpg
this last one is 100% desert :)
m  [author] 13 May, 2013 @ 6:46pm 
m  [author] 13 May, 2013 @ 11:37am 
lol, i may have overdone it a bit. though that sounds more like latitude-sensitive off than on. latitude-sensitive off and cool won't even include grassland. perhaps i should make them less extreme.
numaru7 13 May, 2013 @ 12:01am 
well, after the last update the problem with the food on jungle is fine :) . Now, i don't really understand the Latitude sensitive option yes/no. Normally, if i put in yes, and make it arid for example, 95% of the hex-es will be desert. If i put in cool, it makes 95% tundra. Is that normal?! .. if so.. pls explain a little more :)
ShyBoii 12 May, 2013 @ 1:13am 
good
numaru7 11 May, 2013 @ 7:25am 
nope, im sry that i dont have a screenshot of it, and lately i've been only playing multiplayer, but if it had a banana or citrus on it, it had 4 food from the very first turn. But as i said, this did not appear on all map configurations.. sometimes it was normal (but not on the same generated map ofc). Ill try to get back to you with a screenshot. I personally think it's a "problem" like the "shuffle" map, on that you can get ressources to appear on stuff that they won't ever appear in normal modes, for ex: stone on hill.
m  [author] 11 May, 2013 @ 1:16am 
numaru7, the jungle tiles that produce 3 food (and 1 gold) have citrus, i think? I wasn't able to reproduce that or the mountain texture error.
m  [author] 7 May, 2013 @ 11:30am 
hm, i'll look into it. about the lack of rivers, my guess is it's due to mountain placement. i'm using civ 5's built-in river placement. maybe because this script doesn't necessarily put a mountain on every continent?
numaru7 7 May, 2013 @ 12:42am 
oh and another thing, i've noticed this in other map scripts....in some places the tectures are all wrong. What i mean is you see a mountain, but hovering with the mouse over it it says it's a hill or plains. The Yields for the hex as that of a plain/hill, so it's just a texture probl i think.
numaru7 7 May, 2013 @ 12:30am 
hey np, i tried more stuff out... it's not on every kind of map... some maps generate correctly, with jungles on plains and yield 2 food, others give 3 food. Also, on some settings that involve lots of land i noticed the general lack of rivers. it's not like their not there, but there are so little of them compared to lets say.....pangeea huge maps generated by the game without mods. I don't have a consistent sample size for the last part yet.
m  [author] 6 May, 2013 @ 11:54am 
thanks for pointing that out
m  [author] 6 May, 2013 @ 10:19am 
lol, i assumed jungles went on grassland only, because grassland looks greener. apparently they're only meant for plains. i'll fix that.
numaru7 6 May, 2013 @ 2:13am 
thx, i managed after i experimented a bit. 1 thing i noticed is that jungle tiles have 3 food instead of 2....
m  [author] 5 May, 2013 @ 9:28am 
numaru7: just use Ocean Size "Navegable". It will create something with lots of connected canals as long as Latitude-Sensitive Climate is set to "No" (it is by default) and Continent Size is not "Pangaea" (I would just leave it at "Medium"). I wish the game generated a tiny preview from the selected map options.
numaru7 5 May, 2013 @ 1:58am 
wow, seems awesome, ill try it out.. how do i get smth like in picture nr. 3 with navigable canal-oceans?
Jpdenver 4 May, 2013 @ 12:10am 
Very nice.