Sid Meier's Civilization V

Sid Meier's Civilization V

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Fantastical Map Script
   
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4 Sep, 2014 @ 6:29pm
7 Mar, 2018 @ 6:23pm
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Fantastical Map Script

Description
Maps with not much bearing on reality. Vast jungles next to icy wastes, etc. Mountains tend to divide regions of differing terrain. Number of deep oceans (requiring Astronomy to cross) is controllable.

The map is a rendering of a polygonal world--a smaller map is just a lower resolution, therefore has smaller continents, regions, mountain ranges, rivers, etc. The number of polygons that make up the world of is controllable with the Granularity option.

Names can be given to places on the map with the dependent mod Fantastical Place Names. Just enable that mod, and names will be revealed when tiles are explored, and persist through savegames.

It is possible to enable Climate Realism, but it's no Planet Simulator or Perfect World. The "realism" is a simple model based on latitude, with some randomness.

This script (version 6 and above) is compatible with Alpha Centauri Maps. To create a map similar to Map of Planet, set Landmass Type to Alpha Centaurish, Land at Poles to No, and Climate Realism to On.

GitHub Repository[github.com]

Lua File[raw.githubusercontent.com]

Custom Options

Landmass Type: The arrangement of land and oceans. The first half of the options (Land All Around to Random Globe) are globes that wrap east to west. The second half (Dry Land to Random Realm) are realms that do no wrap.

Land at Poles: Whether or not land is placed at the top and bottom hexes of the map.

Climate Realism: If set to On, latitudes will more or less determine terrain. Left at Off, it is entirely possible that jungles will occur at the poles.

Granularity: How many polygons make up the world. Higher granularity will create smaller regions, more isolated islands, and straighter, thinner ocean rifts.

World Age, Temperature, Rainfall: All have more than the usual number of options. World Age goes from 1 Billion Years to 6 Billion Years, Temperature from Snowball to Global Tropics, and Rainfall from Arrakis to Arboria.

Doomsday Age: How long ago has did this world pass through destruction? This controls the placement of city ruins, roads, and fallout.
Popular Discussions View All (1)
2
11 Oct, 2014 @ 7:47am
Start the World Gen
Tom
132 Comments
TarsisiusTheChickenStrip 21 Jul, 2022 @ 8:29pm 
this mod is working great for me!
Gabadur 21 Jan, 2022 @ 5:24pm 
I modded the base game maps to have 12 natural wonders no matter the size of the map. i used the lua script on a game and found that there were only 5 natural wonders instead of 12.
Gabadur 21 Jan, 2022 @ 5:14pm 
I have the lua version of this mod for multiplayer, how would i increase the max natural wonders to be 12?
max 26 Sep, 2021 @ 11:21am 
Broken with Vox Populi, start with -130 gold and can't advance in tech
RouxAroo 26 Jan, 2021 @ 9:05pm 
@Forever Noob Thank you for responding, I was able to figure it out and it seems to.
i put estrogen in my map script  [author] 26 Jan, 2021 @ 3:32pm 
As far as I can remember, it does work in World Builder, but it's been a long time.
RouxAroo 26 Jan, 2021 @ 12:59pm 
Does this mod work when using the World Builder? I'm guessing no, but I would like to know.
bluhspizo 27 Jul, 2020 @ 1:26pm 
it would be nice if there was an option to only have ruins and not roads
twsworld 13 Dec, 2019 @ 10:04pm 
I tried to download this mod through steam and it didn't download at all, and when I directly downloaded the files on github and followed the instructions to the letter it didn't show up in the mod menu. I'd love to give this mod a shot so what now?
Kung Fu PANDA 16 Sep, 2018 @ 1:35pm 
@Forever Noob you wouldn't happen to have the file for the original map labels mod lying anywhere?