Sid Meier's Civilization V

Sid Meier's Civilization V

PerfectWorld3 - Updated
159 Comments
Tyler Durden 16 May, 2022 @ 10:51am 
Hey guys: Is anyone here a user over at CivFanatics forum?
Could someone who is please give the admins there a kick or a little elbow? Their forum registration is broken and registering seems impossible. The forum doesn't sent confirmation emails no mater how often you click resend.
I'd like to write there, but can't if the forum is incapable of handling new registrations. And the admins are not reading the email of the only publicly available contact form. So someone who is already registered there, please send the admins there a PM that their forum is screwing up registrations. Thanks!!
Tyler Durden 15 May, 2022 @ 6:23pm 
@Bobert13:
Am I mistaken or has the script been broken after version 4?
In version 4 can enter mconst.riverRainCheatFactor = 0.8 instead of 1.6 which would generate wonderfull masses of rivers only where it rained a lot.
If I do the same in verion 5b, ALL the rivers disappear! In version 4, a value of 0.8 generated wonderful masses of rivers only where it rained. I loved that!
I tried everything, changing the other parameters as well, such as. mconst.minRiverSize = 1, and mconst.minOceanSize = 1. Nothing helps. :-(
It looks like I have to go back to using script v. 4 if I want the rain function to be working / tweakable again.
Buzzerker 26 Apr, 2021 @ 7:19am 
I've used this script a few times to make a map and occasionally part of the map is perfect, but the rest is just messed up. Like that picture of the desert valley the author has and then there's that ridiculous mountain range in another pic clogging up the map.
Buzzerker 26 Apr, 2021 @ 7:15am 
it creates maps with more tundra than any other feature. I have spent hours tweaking the parameters by increments in the Map Builder, I just get one garbage map after another.

Either too much ocean, too many mountains, land masses that lock dozens of inland seas, stringy landmasses with too many mountains, too much snow, too much tundra, and terrain features on a given landmass that are so variegated that it makes no sense.


I just wish the parameters were more definitive and easier to adjust. This thing is cryptic and it's all over the place, it's basically trial and error and you need that map builder or you might end up creating a map in a game, starting that game and find out the hard way after a few hours of play what a mess you have to deal with.

It's unfortunate about this game, it's very difficult to find a good map making script. I wish I knew how to write code.
Bobert13  [author] 24 Dec, 2019 @ 5:18pm 
Forcing a Pangea spawn with this script simply through tweaking the mainconstants is tough. You could cheese the elevation map with some clever code but honestly it could be a day or two of coding and testing.

My adaptation of this script, Planet Simulator, includes a Pangea preset iirc.
Oneeyed 24 Dec, 2019 @ 1:43pm 
So is there a way to make pangeas with that script. I'm asking because I tried to change the script according to your comments but it doesnt change even a little bit. I always get about 5-7 continents and I hate have that much continents. The map script otherwise works fine but apparently can only make lots continents
Bobert13  [author] 2 Jul, 2019 @ 10:27am 
I don't really have the time or the inclination to research a fix for the Reseed issue. As per my previous post, it may be that the mapscript's filename includes parentheses causing the issue. If someone has a working fix I may go through the trouble of repackaging and reuploading.
Seeks 1 Jul, 2019 @ 12:54pm 
can you pls update this mod to work with Reseed?
Bobert13  [author] 10 Jan, 2019 @ 3:57pm 
One thing that's been brought up in the past is the fact that my file name may include parentheses. If so, try removing them, and if necessary alter the .modinfo to reflect that change then see if Reseed detects it properly.
Digital_Archer 16 Nov, 2018 @ 9:14pm 
How do I allow Reseed to reroll the map? I can't find import or <files>
Dude 12 Nov, 2018 @ 4:25pm 
quick question, were do i find the option of "no start on same continent"...
Bobert13  [author] 6 Nov, 2018 @ 6:07pm 
I don't own Civ VI nor do I have plans to port PW3 or Planet Simulator. I have given open permission to use my work for anyone willing to do so though.
p0kiehl 12 Oct, 2018 @ 1:40pm 
Hey @Bobert13 - do you have any eventual plans to bring Planet Simulator or something to Civ 6?
The World is a Sandbox 25 Apr, 2018 @ 2:19am 
I can confirm this map is created from completely randomized inputs (Perlin Noise - I admit I had to look that up). So you can get a completely boring map, same old, same old.

And then you won't.

This comment is based on a sample size of just two, so reader beware. My first go-around with this script resulted in a standard, randomized map. Yawn. I aborted for other reasons, but came back for one more unenthusiatic try. If you know Civ 5, randomized map scripts always suffer from equal distribution (i.e. everything is pretty evenly spaced out), which means the AI will immediately try to "close the gap" by colonizing close to you to create conflict. But this RANDOMIZED script created a unique world which I've never had before, when it started me on a completely separate small continent, which the AI couldn't reach (be sure to check the appropriate option: "no start on same continent").
The World is a Sandbox 25 Apr, 2018 @ 2:18am 
For the first time on a randomized map script, I had to work very hard to keep up on research (no boni due to proximity to other Civs); at the same time, it's amazing how this game plays when you don't have to maintain a standing army of thousands to deter the Huns. Loved it. Never had this before; might well be the best game I've played on a randomized map. Actually, present tense, because it's 2:15am, the old adage of "one more round" applied, and I have no idea how I get through my work day tomorrow. But I will surely finish off this game tomorrow. Beautiful map, valleys, mountain ranges, rivers and all. Kudos to Cephalo, and thanks to Bobert13 for porting this to Civ V (and for making me feel miserable five hours from now).
Bobert13  [author] 31 Jan, 2018 @ 9:28pm 
@Baleur Because they're useless tiles that the resource spawner see as good places to spawn fish and luxuries around, that then get calculated into an area's "fertility" even though the bonus tiles are actually unreachable. Basically, forcing these tiles to be city-worthy is a bandaid fix to a problem inherent in the resource and start location placement. It prevents civs from being Shanghai'd in bad locations that the game thinks are good.
Millthunder 28 Jan, 2018 @ 9:19am 
Thanks for answer :-) sorry for my late response ... I have to analyze what I like more first ... then I try what you recommended. I think it was more hills generally ... maybe also more jungles and bigger continents (not sure of that because now I'm used to civ6's 4x larger maps)
Baleur 14 Jan, 2018 @ 10:24am 
-Prevented single-tile mountain islands.

Why? I liked those, was awesome when you had 1 tile mountains sticking up just outside a mountanous coast =D
Raizu 8 Jan, 2018 @ 4:07pm 
Keep me posted. Looking forward to these two awesome mods working together. Thanks! and Happy New Year!
Bobert13  [author] 5 Jan, 2018 @ 1:04pm 
I started to delve into that but ran into issues with ModBuddy. It won't start and I think I'm going to have to do a clean install of it but haven't had the time to mess with that. I may try implementing the XML edit trick suggested by Reseed!'s author to see if I can get that working on my machine as it seems like a simple workaround.
Raizu 4 Jan, 2018 @ 6:09pm 
Bobert - just curious if you ever got a chance to look at the Reseed! issue with this mod.
Bobert13  [author] 4 Jan, 2018 @ 1:47pm 
What aspect(s) are you looking to change?

You could start by comparing the default mapConstants from his file to mine. That being said I believe the default settings in the release were me trying to get the map as close to PerfectWorld 3 as I could outside of the new W/H ratio, Oasis pacement, Striping fix (which can be turned off by setting mconst.pressureNorm to 1.0), and the terrain matching swapper that I believe is turned off by default (mconst.simpleCleanup; true is off).
Millthunder 4 Jan, 2018 @ 9:54am 
Hello, it seems that I liked the original Cephalo's perfectworld model more. Is there a way to make this one do worlds like original did?
Raizu 19 Nov, 2017 @ 5:05pm 
Bobert, just some additional info, in case it helps. I tried the original PerfectWorld mod, and it looks to have worked with Reseed. However, I will say that the updated version (this mod) definitely seems like a stronger map script.
Bobert13  [author] 18 Nov, 2017 @ 12:04pm 
I'll see what I can do. The workaround suggested by Reseed's author should work but you'd have make sure you're using the mod as activated from the Mod Browser instead of copying the script into the \Maps\ folder as I suggest in the description here. No guarantees on turnaround time for me to get this reuploaded as I'm relatively busy with life.
Raizu 17 Nov, 2017 @ 3:10pm 
Glad to hear I'm not doing anything wrong at least. Any way you can modify the PerfectWorld script to be compatible? If not, I completely understand.
Bobert13  [author] 16 Nov, 2017 @ 1:16pm 
I just jumped into the game to test and I'm getting the same error as you.
Bobert13  [author] 16 Nov, 2017 @ 1:12pm 
As stated, the last time I tried it; they worked together fine. That was some time ago however.
Raizu 15 Nov, 2017 @ 5:50pm 
Does that mean that this map script is not compatible with Reseed?
Bobert13  [author] 15 Nov, 2017 @ 11:08am 
Not that I'm aware of.
Raizu 14 Nov, 2017 @ 5:06pm 
Bobert,

I am pretty sure. There is no longer a folder for PerfectWorld in the MODS folder. Also, when I go to the MODS section in game, PerfectWorld isn't listed as a possible mod to activate. Anything else I should be looking at?

Thanks,
Dan
Bobert13  [author] 13 Nov, 2017 @ 4:40pm 
Are you surre you're actually launching the one in the /Maps/ folder? If you leave the mod activated you'll have the map listed twice. Once you've moved it you should deactivate the actual mod to ensure you're using the right one.
Raizu 10 Nov, 2017 @ 7:09pm 
Bobert...I tried that. I have moved the folder from the mods folder to maps, and received the same message. Not sure where to go from here.
Bobert13  [author] 10 Nov, 2017 @ 12:22pm 
Try moving the script itself out of the /Mods/ folder and directly into the /Maps/ folder.
Raizu 7 Nov, 2017 @ 7:27pm 
When I click "Preview new map" in Reseed, I receive the following message:

Civ 5 prohibited 'Reseed!' to load this map script.

If the map comes from a mod, ask its author to include the map script into VFS or edit the .civ5mod file yourself in a text editor: look for the <files> markup and set import to 1.


I tried to make the suggested change, but it doesn't seem to have made any difference. Any thoughts?
Bobert13  [author] 1 Nov, 2017 @ 5:12am 
I recall using Reseed sparsely during testing and development. I don't think I had to take any extra steps to get them to work together. What seems to be the issue?
Raizu 31 Oct, 2017 @ 12:08pm 
Is there a simple way to make this mod function with Reseed? Allowing the script to regenerate until you find a starting point that is desirable?
Grydian 20 Sep, 2017 @ 2:37pm 
Thanks I added you as a friend request. I was actually a comp sci major and have some experince coding. I also have notepad++ installed from all my minecraft work I have done. I was a beta tester for a mod for a long time. I should be able to pick it up and understand with a little help. Thanks for the offer :)
Bobert13  [author] 20 Sep, 2017 @ 2:14pm 
Lua is a big language and there are tons of links out there for learning it. That being said, Cephalo used a lot of Object Oriented stuff and he's got tons of hand-written Methods littered throughout the script neither of which will you find on any wiki entry regarding Lua.

If you're serious about it, a good text editting program like Notepad++ and the Find/Find in Files feature built in there work wonders. More than that I basically taught myself by tinkering with this script. If you want to add me on Steam for specific questions I don't mind helping you with some stuff in my free time.
Bobert13  [author] 20 Sep, 2017 @ 2:14pm 
Resource placement isn't included in the script. It's using the game's default stuff (Which I believe is part of AssignStartingPlots.lua. A very well known four letter word in the world of Civ V modding.)

I vaguely recall a report about "res = Map.GetCustomOption(2)" not functioning properly. It should just be that the number is wrong provided that this is in-fact not functioning.

GetMapScriptInfo() is the Method responsible for placing the Resources drop down into Advanced Map Options in-game. It looks correct so far as I can tell though (It's been a long time since I've looked at this or any of my code for that matter).
Grydian 18 Sep, 2017 @ 4:10pm 
Its just even with resources set to abundant or legendary its not very much. Any links I can go to to study how to modify the script myself? I already have edited it to change the size of continents
Bobert13  [author] 18 Sep, 2017 @ 4:08pm 
Resources are generated by the default code so there should be an option for that in Advanced Setup as with any map that shipped with Civ.
Grydian 18 Sep, 2017 @ 4:01pm 
How would a person increase the amount of resources being spawned in the map?
Bobert13  [author] 15 Sep, 2017 @ 7:21pm 
All the rough terrain and the way resources are distributed, due to how the stringier landmasses affect the native zone division methods, can greatly affect your gameplay. On the other side of things, single-wide passes and thin strips next to ocean are a lot more common and are highly exploitable during war against the AI.
Aidanek 14 Sep, 2017 @ 5:06pm 
I dunno why, but I used to tear through the AI and I have gotten completely dominated while using these maps
Forlorn 28 Jul, 2017 @ 1:43pm 
This version works and fixes the bug with the original one. Great mod.
Bobert13  [author] 16 Nov, 2016 @ 12:25pm 
Civilization spawn locations are all running the game's defacto methods. Either your map variables are wonky, or you aren't used to PW3 (it has quite a bit more rough terrain than Civ's generators by default). You can tone that aspect down though.
Blackdragonbird 15 Nov, 2016 @ 4:29pm 
5 times in a row this map put me in the middle of the jungle with Alexander, a simple gave up. Any variable that I can change to make a civilization spawn in it's "natural" habitat?
DrwHem 22 Oct, 2016 @ 7:07pm 
So im in a huge size game with 14 players and ive discovered about 8 of the players so far. We are fairly deep into the medieval age and NO ONE has horses spawned for them. Im also seeing iron being spawned in very low numbers as well as the other luxury goods are so scarce no one really has anything to trade with me.
The resources are set to standard so i dont know what went wrong. Kind of annoyed since im 450 turns into a game and now i have to go in and manually place horses for every civ just to balance out the game.
Bobert13  [author] 28 Sep, 2016 @ 7:11pm 
Planet Simulator is the hybrid between Perfect World and Tectonics. The most up to date version (which was modified by another poster on CivFanatics) is linked to at the top of the OP of Planet SImulator's thread: http://forums.civfanatics.com/showthread.php?t=526882

If I manage to get some time and put in the work on a Civ VI version of Planet Simulator I will likely re-visit the Civ V version then or very shortly after. An updload to Steam Workshop isn't likely before then as I'm not confident in the most recent code I've done on it being releaseable.