![]() This northern peninsula has a ridge of tundra which, along with the direction of the rivers, helps create an illusion of altitude. Meteors are used to break up pangaeas which naturally interfere with the new world functionality, but if you happen to like pangaeas, you can turn this option off with the many tuning variables at the beginning of the script.įrom the huge map now, another example of altitude affecting the terrain. It looks like this world found itself on the wrong side of some very large meteors in the distant past. This continent is part of the 'New World' so no starting places were put here. The hot jungle lowlands are kindof snaking through some higher, and slightly colder, altitudes.įrom the same map again, here is a nice coastline. Notice how the terrain and features subtly communicate altitude. Here is a typical example of a standard sized map overview.įrom the same map as above, here is a valley near the equator. Here are some screenshots to illustrate some of the features of PerfectWorld. It might also come in the form of multiple smaller 'New Worlds' rather than a large continent. Therefore, the likelyhood of a significant new world is very high, but not guaranteed. No starting locations will be placed on these continents. Though the map generator does not explicitly create a 'New World', it will take advantage of any continents that can serve that purpose. I've always felt that the most satisfying civ games are the ones that provide a use for those explorers and caravels. Map bonuses are placed following the XML Rules but slightly differently than the default implimentation to better accomodate this map script. Rivers and lakes are also generated from the heightmap and follow accurate drainage paths, although with such a small heightmap some randomness needs to be thrown in to prevent rivers from being merely straight lines. You will notice that the deserts and rainforests are where they should be, as well as rain shadows behind mountain ranges. Prevailing winds, temperature and rainfall are all simulated in the terrain generator. Since air temperature gets colder with altitude, the peaks will be plots of ice and tundra, even near the equator, if the altitude is high enough. The terrain generator gives the other needed visual cues to communicate altitude. This approach looks much better and more natural. This looked absolutely terrible for Civ, so I made it such that peaks and hills are determined by altitude *differences* rather than by absolute altitude. In generating the plot types from a heightmap, I had found that using peaks for high altitude and land for less altitude created large clusters of peaks, surrounded by a donut of hills, surrounded again by a donut of land. The resulting altitudes are then modified by a plate tectonics scheme that grows random plates and raises the altitudes near the plate borders to create mountain ranges and island chains. Keep in mind that this will likely eliminate any 'New World' as well.įirst, a random heightfield is created using midpoint displacement. Start Anywhere: Disables the new world functionalityīreak Pangaeas(Default): Breaks up Pangaeas with a simulated meteor shower (really big meteors)Īllow Pangaeas: Allow pangaeas to exist. Start in Old World(Default): Reserves some continents to act as a new world To use this map, put it in your Civilization 4\PublicMaps folder, not in your My Documents\My Games\Civilization 4\PublicMaps folder. Though great pains are taken to semi-accurately simulate landforms and climate, the goal must be to make unpredictible, beautiful looking maps that are fun to play on.ĭownload the original version of PerfectWorld here from the bottom of this thread. ![]() Climate is simulated using the interaction between the landforms and geostrophic winds. Landforms are created using a random heightfield and a plate tectonic scheme. This map script for Warlords or BtS and most mods based on Civ4 generates a random, earth-like map, usually with a 'New World' with no starting locations that can only be reached with ocean going technology. The original PerfectWorld map script is available below for those who prefer it to the new one. This file has been superceded by PerfectWorld2, which you can get from
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