Sid Meier's Civilization VII

Sid Meier's Civilization VII

Random Continents
59 Comments
DUK1DUK3  [author] 2 Aug @ 12:21pm 
Thanks for the report, the issue comes from wrong parameters set by the Unlocked player counts mod. My mod needs the correct values to function properly so i can´t fix it on my end. Regarding making continents completely random, i am already working on exactly this and it should be ready relatively soon.
I pee when nervous 2 Aug @ 10:50am 
Hey love the mod! I used to play with unlocked player counts on but early in July it stopped being compatible. Brought this up to the other mod maker too, but if the two were compatible again they would make a great pair.

Also I love the fact this mod makes the game less boxy and inorganic, and I would love to see that turned up a couple notches by having the continents all over the place rather than vaguely placed orthogonal to one another.
DUK1DUK3  [author] 31 Jul @ 1:42pm 
The balanced option places players inside sectors of the map. This does not guarantee spacing to other players, but everyone should still have some dedicated space for expansion. I am working on an new improved script which will solve this issue.
Moomin 31 Jul @ 12:18pm 
I really like this mod, but when the start position is set to "Balanced," the AI players are placed fairly, while only the human player is placed randomly. Sometimes, this results in being surrounded by three AI players right from the start.
RoyalMuffin 25 Jul @ 12:03pm 
Worked like a charm! Thank you :steamthumbsup:
DUK1DUK3  [author] 25 Jul @ 9:29am 
You can change the amount of islands by multiplying the variable "islandPlacementCount" with some factor. It is located under "modules/maps/randomContinents.js" at line 272 and 317. The first one is for islands that are normally reachable in antiquity age and the second one is for the islands separating the continents. Based on your description you probably want to lower the second one.
RoyalMuffin 25 Jul @ 7:51am 
By far my favorite map mod. The continents are so well done!. One question tho, would there be a way to lower the amount of islands generated. I noticed that during the exploration age the AI focuses on just these islands instead of going to the mainland continent. I started looking through the map gen code but before i started messing around I thought it would be best to ask.
DUK1DUK3  [author] 24 Jul @ 10:49am 
Good to hear, the leader start bias works the same as with default maps.
papatrikpi 24 Jul @ 10:04am 
Love this mod so much. Makes the game infinitely more fun for me. Quick question though: Does the randomness erase the leader start bias? Feels like it based on the starts I've been getting.
I pee when nervous 19 Jul @ 6:37pm 
IDK what it was but I fixed it
DUK1DUK3  [author] 17 Jul @ 4:38pm 
Great person bug has been fixed. @Lowg what do you mean exactly? Do you have other mods that could cause an issue?
hannovb 17 Jul @ 2:37pm 
christopher colombus great person from spain just reveals the entire map when activating. pretty major bug.
I pee when nervous 17 Jul @ 1:55pm 
game wont load anymore when I select the map type :(
DUK1DUK3  [author] 13 Jul @ 2:45pm 
Thanks for the report, updated the mod to fix this. The spawn positions should now be even more random then the previous versions.
andcat 13 Jul @ 2:35pm 
It seems unfortunately one of the July 11 versions broke continent generation. With current version I get nothing but vaguely x-shaped continents, especially on Huge size.

I have reverted to the June 28th version available on CivFanatics and it is working as expected
Ugh 12 Jul @ 6:19pm 
some reloads for players getting stuck on small islands surrounded by deep ocean but great mod so far
CeeGee 12 Jul @ 12:49am 
Been enjoying the game but hated the artificial square look of the continents and continents plus map. The other maps, like the A-one I can't spell just look broken too xD. This mod should resolve my experience and I'm about to embark on a long campaign with it. If you need any testing or feedback, hmu!
Exodus 11 Jul @ 3:08pm 
Alright, thanks. Looking forward to future map mods for rivers and any other whacky configurations (lots of mountains?).
DUK1DUK3  [author] 11 Jul @ 12:28pm 
I am currently working on a map configurator where changing this will be possible. Until then you can manually change the values:
Under your steam library where civ 7 is installed open the following: "steamapps\workshop\content\1295660\3507571634\maps\randomContinents.js".
There in line 126 or "TerrainBuilder.modelRivers(5, 15, globals.g_NavigableRiverTerrain);" increase the two values. The first one is for navigable rivers and the second one for small rivers.
Exodus 11 Jul @ 12:12pm 
Being able to increase the amount of navigable rivers would be fun, especially for civs, leaders, and playstyles that benefit from the increased river amount.
DUK1DUK3  [author] 11 Jul @ 11:07am 
I have fixed the issue for wrong spawn locations. Regarding the rivers, currently the game only allows changing the amount.
Exodus 9 Jul @ 8:57pm 
This is a great map mod. Is it possible to make a map mod that generates a ton of navigable rivers? Possibly ones that pass through the entire continent?
Piggle 9 Jul @ 6:17pm 
Unsure if this bug is related to this mod or not but I can't think of any other mods I have installed that would cause this, and I have only experienced it once (so far). I start a new game and I spawn on what is considered distant lands. When I embark as a scout or settler, I am not able to disembark back onto land and so my scouts/settlers are stranded
Still Life with Viking 8 Jul @ 10:02am 
Great maps!
Helios 7 Jul @ 9:30am 
find a bug that if you restarted ,you have chance to spawn in the same map with different location. I don't know it's bc of this mod or civ 7 itself but it is still a good mood
DUK1DUK3  [author] 5 Jul @ 11:49am 
The version "Random Continents Normal" should work well with multiplayer as the amount of land available is relative high.
chi7891 5 Jul @ 8:04am 
Does this work well with multiplayer?
Nyphur 4 Jul @ 10:56pm 
It was definitely random continents normal, I think I just got unlucky being stuck on an island. Started a new game and this time one of the AI got stuck on an island. They only build their second city by turn 80. Makes for some more interesting games.
Max 4 Jul @ 7:59am 
Nice map script :steamthumbsup:
Gray 3 Jul @ 2:51pm 
no treasure merchants. i settled 5 distant lands quickly and made them all cities with ports. no AI treasure merchants either.
DUK1DUK3  [author] 3 Jul @ 2:47am 
The version "Random Continents Normal" looks like the images above. Did you use "Random Continents Ocean Plus" instead?
Nyphur 2 Jul @ 4:25pm 
Does this mod not work well with the new Huge map size? I've tried it 5 times and most of them it put me on a small island I couldn't leave until getting Sailing tech, and the continents looked more fractal and less coherent than the images above.
tylermorrison420 30 Jun @ 8:47pm 
great mod, if you could make a giant earth map i would love you forever
Edrog 29 Jun @ 11:20am 
The no goody huts bug happens on balanced starts. Goody huts and start positions are good if using standard starts. Great mod.
DUK1DUK3  [author] 29 Jun @ 3:03am 
Was it a one time thing? The original goody hut bug happened because of the following: At the end of the map script the goody huts get generated. If at any point before that the script crashes they do not spawn. For large and huge maps this happened because during start position selection the increased player count was not handled properly causing a script crash. An indication of a problem I found is if the founder unit has only a single tile of vision. Do you have any other mods installed that could interfere?
dbemont 28 Jun @ 3:15pm 
Just subscribed now and got no goodie huts on a large map.

I've seen this sometimes on Firaxis's maps, too. My working theory is that map generation is set up with some hard coded point system, where you are supposed to get a certain amount of challenge -- maybe affected by difficulty level? And if other variables all break really well for you, then goodie huts are affected. Just a theory, though.
DUK1DUK3  [author] 28 Jun @ 12:02pm 
Can you verify that you have the newest version? The starting positions now work the same as with the default maps so it should work.
Pointmeatthesky 28 Jun @ 11:47am 
I spawned next to two or three other civs' capitals every game on standard map size and it was awful
DUK1DUK3  [author] 28 Jun @ 5:46am 
There was an issue with the goody hut fix, spawn points are now spread out again
Lëgënd 27 Jun @ 8:37pm 
Good mod, the variety is a nice change. Definitely have seen on standard map size though all the civs bunched up in one area (was a med size island just off another bigger piece of land) while the other area was completely devoid of any civs minus city states.
WeDGE 26 Jun @ 1:30pm 
UPDATE: the goody huts now spawn in normally in both normal and ocean+ :104::104:

but it didn't at first, I went and unsubscribed and resubscribed and that seems to have fixed whatever was going on, thanks for getting back to me and making this mod for the community
WeDGE 26 Jun @ 1:16pm 
I do see the starting.js file yea, using the steam version and saw when the update got pushed, will test the normal ocean map and get back to you
Wasabi 26 Jun @ 1:15pm 
Not reccomended for smaller map sizes. I've had all 4 civilizations spawn on the same screen with the rest of the continent empty in multiple map generations.

Works fine on larger maps though. <3
DUK1DUK3  [author] 26 Jun @ 1:03pm 
Can you confirm that the mod is up to date? The new version should have the file starting.js in the maps folder of the mod. Also if you are using CivFanatics make sure the game loads the steam version (Steam icon under Add-ons). Does it work for you with the Normal version?
WeDGE 26 Jun @ 11:01am 
+ the \Example Mod - New Narrative Events\ mod, which touches goody huts with its tea scenario, so maybe thats the conflict
WeDGE 26 Jun @ 10:58am 
still not seeing them spawn in on ocean plus large size maps, think its probably something on my end so maybe disregard until someone else posts, I am using other mods but they are UI based
DUK1DUK3  [author] 26 Jun @ 10:29am 
It is fixed now for both standard and balanced starting positions on all map sizes.
WeDGE 26 Jun @ 8:54am 
yeah I read that report too, hopefully this issue in general gets hotfixed by the devs soon :104:
DUK1DUK3  [author] 26 Jun @ 8:08am 
Thanks for the report, there is currently a bug with large and huge Maps and the balanced start position in the game. It causes an issue for this mod as well, but also with the Standard start position. I will try to fix it soon.
WeDGE 26 Jun @ 7:45am 
UPDATE: after trying 3 different games with large and huge map sizes (random continents ocean plus map) i can confirm on my end that goody huts dont spawn

goody huts appear normally when using vanilla map variations like continents plus, so not sure whats going on