Seeing Mafro's post, I thought I'd play another game of EITB after a long time away from Civ. I never really liked Torusland for FFH because it doesn't place any dungeons or lairs on the map. But then I realized that if I saved T0 as a Worldbuilder file, and manually set the Randomize Lairs and Randomize Unique Features values to "true," I'd get a map with everything: barrows and shipwrecks and Yggdrassil and all. So now it really is perfect. Thank you Seven!
Another map script, this one's not mirrored: Torusland
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Updated the script (now v1.4) with three main changes:
1. Waterways setting tweaked to intended result. Long waterways, fewer small seas and lakes. I had just copied the numbers from Mirrorland, but they didn't work out the same way on this script which generates a larger area of terrain. 2. Ratio of forested to non-forested tiles reduced. There were just too many forests. Now it's more comparable to other scripts. 3. Made some changes to initial food resource placement. Previously the rule was this * If you don't have an agri/AH food or deer, you get one. If it's AH or deer that tile is turned to grassland. * If you don't have a second food resource, you get one, but it could be any food resource. Now the rule is this: * If you don't have a resource that can improved to 5f or more using only first-row techs (fishing, hunting, agriculture), you get one. * If you don't have a second food resource worth at least 5 combined food + hammers when improved with first-row techs and/or AH, you get one. * In addition, water resources that aren't either adjacent to the city or separated only by a single water tile are not counted as resources. Similarly, land resources that aren't either adjacent to the city or separated only by a single traversable land tile are not counted as resources. This guarantees that it's giving you resources that you can hook up in a reasonable timeframe. * Since the start balancer will choose the tile it prefers to put the resource on first, and only then check which food resources would qualify for the 5+ standard when placed on that tile, I will point out that you are more likely to get e.g. corn than e.g. clams given to you by the balancer - since more tiles in your BFC are likely to be able to legally have corn and have it get to 5 food. (The clams have to land in a lake!) Download is available at the same link as before. (Also, as always, linked in the first post.)
I downloaded the updated version and rolled a few capitals to try it out.
Conclusion - it is awesome now for getting a cool multi-player style map in singleplayer. No more double dye/spices/ivory starts. mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
Although sometimes things do get a little crazy
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
Another thing I really like about this map is the quirky resources. The grassland sheep are quite frequent, but I've also seen grassland furs, and flat grassland mines as pre-improved tiles.
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
Just wanted to convey my THANKS. This map script is awesome, I haven't played any other in SP since I downloaded this. I play only EitB though.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Not sure if anyone else has this issue, but I always have a bit of trouble visualizing toroidal maps in my head. Particularly with all the sprawling lakes in Torusland, it can be hard to figure out which bodies of water are connected at a glance. So, here's a very rudimentary attempt at making Torusland maps a little easier to visualize. Nothing compared to novice's stuff, just a bit of fun.
Simply put - the size of every body of water on the map is calculated, and the largest few are colored a slightly different shade of blue than the others. (This works best with the 44% water setting.) Also, there's a "quad view" which makes the the wrap around the edges a lot clearer. Land is green, water is blue, peaks and icebergs are red, starts are yellow. Regular View Map 1 (100x36, 44% water) Quad View Map 1 (100x36, 44% water)
Added land mass shading, added stats, reversed water shading (smallest lakes are now light, largest are dark).
Land mass (large) = green Land mass (medium) = yellow Land mass (small) = orange Water body (large) = dark blue Water body (medium) = blue Water body (small) = cyan Impassable = dark red Player start = light red Land masses and water bodies are counted as separate if they are blocked by impassable tiles. Seems to work best for visualizing Inland Oceans (Map 3) and Snaky Islands (Map 6). Flooded Waterways (Map 5) appear as a bit of a mess regardless of how many/few colors are used, but that's just the way they are. Maps with less water like Inland Seas (Map 4), Waterways (Map 7) and Lakes (Map 8) have more straightforward connections over the wrap so don't gain quite as much from the automated shading - though the quad view is still handy. Map 1 100x36 inland oceans 44% Visuals: Map 2 100x36 inland oceans 44% Visuals: Map 3 124x76 inland oceans 44% Visuals: Map 4 124x76 inland seas 29% Visuals: Map 5 124x76 flooded waterways 58% Visuals: Map 6 124x76 snaky islands 58% Visuals: Map 7 124x76 waterways 29% Visuals: Map 8 124x76 lakes 15% Visuals:
A couple of tests with more typical PBEM-sized maps (52x32 for 5 players). Again, inland oceans (Map 9) and snaky islands (Map 10) seem to be helped the most by the visualization.
Map 9 52x32 inland oceans 44% Visuals: Map 10 52x32 snaky islands 58% Visuals: Map 11 52x32 flooded waterways 58% Visuals: Map 12 52x32 waterways 29% Visuals: Map 13 52x32 inland seas 29% Visuals: |