Sid Meier's Civilization V

Sid Meier's Civilization V

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PerfectWorld3 - Updated
   
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Tags: MapScripts
File Size
Posted
23.160 KB
22 Aug, 2013 @ 4:04pm
1 Change Note ( view )

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PerfectWorld3 - Updated

Description
Synopsis

This is an updated version of PerfectWorl3 by Cephalo. It is intended to look play and feel like PerfectWorld. I have implemented numerous bugfixes and optimizations as well as altering how some map elements get placed. I've added an optional terrain matching feature that gets rid of stray tiles (this is turned off by default, read the configuration section for details on changing this).

From the original mod:
This map script uses various manipulations of Perlin noise to create landforms, and generates climate based on a simplified model of geostrophic and monsoon wind patterns. Rivers are generated along accurate drainage paths governed by the elevation map used to create the landforms.

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Recommended Installation

I Highly recommend moving script itself from the \Mods\ directory and placing it in the following folder:
\My Documents\My Games\Sid Meier's Civilization V\Maps

You should uncheck the mod in the mod browser once you've moved the script to the \Maps\ directory; it should already appear in your list of maps. I have not tested multiplayer, but it should work if all players have the script in the folder mentioned above. Placing the script there also allows you to get achievements while playing singleplayer. The biggest thing this accomplishes is to prevent Steam from re-downloading and overwriting the script. With the configurable constants found at the top of the file, Steam overwriting your tweaked version can be a real pain...

Alternative Download
CivFanatics[forums.civfanatics.com]

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Configuration

If you don't like something about the map, there's most likely a tweakable constant at the top of the script that will affect whatever it is you have an issue with. Any text editor will work for viewing the script, though I personally recommend NotePad++. I have re-orgianized the constants and added notation so that it's (hopefully) easier for someone, who is new to the map, to jump in and get there feet wet with configuring the script.

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ChangeLog

v5b:
-Implemented multiple fixes for ghost tiles (tiles that retain invalid heightmap and texture information after being re-plotted, which causes them to appear to be something other than what they are) and map seam issues, including Xshift.
-Improved Oasis Placement.
-Changed Marsh Placement.
-Fixed some issues with feature/terrain striping near the equator.
-Added optional terrain matching features.
-Prevented single-tile mountain islands.
-Implemented a multiplayer-ready random.
-Fixed an issue with threshold determination that sometimes caused an infinite loop.
-Refined threshold determination.
-Changed the main constant YtoXRatio to calculate it's value based on the map's dimensions. Landmasses should appear less stringy and less vertically-skewed.
-Fixed the possibility for rivers that can't path to a body of water!
-Changed how the average height around a river junction was getting determined.
-Removed local copy of elevationMap from riverMap. It wasn't necessary since elevationMap is Global and there were no changes being made to the local copy.
-Fixed and Optimized SiltifyLakes().
-Raised the iteration limit of SiltifyLakes() to 10,000,000 and changed the error status to just log a message instead of crashing the map. It seriously should not be possible to hit anywhere near 10 million iterations without there being an infinite loop, seriously.
-Implemented a vast number of optimizations. It runs in about 1/10th of the time compared to v4.
-Probably 40 other things I can't recall right now.
Popular Discussions View All (2)
8
9 Jan, 2022 @ 11:20am
Presets. Now taking submissions!
Bobert13
2
29 Jun, 2022 @ 9:19pm
Reporting Bugs, Known Issues, etc.
Bobert13
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>