So I've been meaning to write something up about the map script. I have been gradually doing some sleuthing, but I just haven't had the time to write it up. Anyway, this comment that was literally from Turn 0 bears mentioning:
(January 31st, 2016, 15:13)scooter Wrote: On another note - the hill clumping reminds me of Tectonics which I haven't seen in forever. Those are usually pretty tough maps. Civstats calls this Archipelago, though, which also seems believable.
I've been halfway assuming for awhile this was the script. In fact I had started to write up a post suggesting it was Tectonics before starting to uncover some things. Tectonics does some super weird stuff, but among them it's:
*Often unusually hilly, although inexplicably it'll shoot out totally flat maps
*Often unusually barren, although inexplicably it'll shoot out some lush maps.
*Most importantly, very "clumpy" terrain - large swaths of plains, hills, peaks, or grassland are normal rather than heavily intermixing. Especially the hills/peaks.
In other words, it's a perfectly predictable map script
. But for example, here's a nice Tectonics sample that looks kind of in-line with what we're seeing. I originally took this over the weekend with the goal to use it as Exhibit A for why this game might be on Tectonics.
Pretty ugly, right? The other thing leading me down that road was the number of tiles. The wbsave we were given is a sandbox generated from the start from what I understand - meaning your BFC is kept and everything else in the wbsave is turned to ocean. That generated a 104x64 wbsave, good for 6,656 tiles. This game has 1,871 land tiles in it, which means our game world is 72% water.
Tectonics has several landmass settings, but its default is......
70% water! Well that's a slam dunk. In fact, I was very confident until I started rolling Standard-sized Tectonics maps (victory screen says Standard), and I started getting discouraging results.
I got a little stuck on the idea that it was this script until I started investigating last night. First off, I generated a dozen maps or so, and I couldn't get any using the 70% water standard map size that were larger than 1,100 land tiles, and the average was more like 800. That's nowhere close to the 1,781 needed here, so that alone should have pretty much nailed it down.
However, there's one last crucial detail here:
All Tectonics maps are Medium sea level. This sticks on the settings page even after you save as wbsave and start a custom scenario. So going back to our in-game settings screen...
"Standard World Size, Low Sea Level"
Done. I also noticed that Tectonics 70% spits out maps that are 84x52 rather than 104x64, so yeah, this map is definitely not Tectonics.
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Anyway, figuring out the map script from here should be pretty easy, and I think I've got the time for it tonight. The number of maps that meet this land/water ratio along with map dimensions under "Standard/Low" is pretty small. For example, I've already looked at Hemispheres and Big&Small, and they don't generate nearly enough land tiles (I only generated a dozen or so of each, but never once got > 1400 tiles) to be candidates here since Ceilazul presumably didn't hand-add 380 land tiles. In fact, 1,781 land tiles is highly unusual for a standard sized water map of any kind.
I've got a few pretty good guesses, but that's for a later post when they're more than just guesses.