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A well made random generator means you can start a level knowing you've got a balanced, high quality map, but otherwise knowing nothing about the landscape or resource distribution ahead of time - it allows more of a sense of gradual discovery.
I've been working on my own, because I really don't like using real-world heightmaps or hand-painted levels, which will account for most on the workshop - but it's way too hacky and confined to a pro VFX package, so it's not exactly viable for me to distribute.
The biggest fiddle making my own random maps is the need to hand-place customs posts and any roads/rails leading to them from the border.
I have got a prototype of a system that distributes resources in seams along rock strata in the landscape, rather than just splatting them around randomly.
If I get it tuned up a bit, I may put together a couple of "random map packs" for the workshop or something.
It'd be nice if someone came up with some really solid middleware solution exclusively for game map generation.
As long as that is not an excuse for removing the current random map generator I could agree. But it would be really sad if there were no map generator and you'd have to rely on maps from the workshop.
This is exactly my point as well. The fact that people make maps in their free time for a game they like is no excuse for the game itself to not have a good map generation.
As Dan pointed out, the maps on the workshop will vary wildly in quality and difficulty. Some people prefer abundant resources, some sparse. Some people will be better at making fun maps, other people better at more realistic but maybe less fun maps. There really should be a way to setup a map you know is balanced for the game and will be fun to play, and as difficult as you want it to be.
I know what you mean, I like reading up on terrain generation algorithms and they can get quite complicated. I think going as far as doing realistic erosion and the like is an overkill for a game map, and as you mentioned, making realistic terrains can take years of work is probably not needed.
But as I mentioned in my post, the current algorithm is overly simplistic and can easily be improved. Adding ocean access wouldn't be too hard. Games like Rimword and Song of Syx do it. Adding proper mountain ranges wouldn't be too hard. Perlin noise is good for heightmaps, but it doesn't generate anything that looks like mountains. Again, there are existing algorithms that can make this happen. Also making the borders of the map not a square would be nice.
On top of these, you could introduce something like the Minecraft biomes to decide which parts of the map have which resources. You can have areas that are heavily foreseted, areas with a lot of fossile fuel deposits (coal, oil) etc. Then you can distribute however many resources the player configured in these biomes.
This is just off the top of my head, I am sure with some more reasearch, there are a lot more easy improvements.
Interestingly, the terrain editor itself already contains a hydraulic erosion/deposition system, it's just only usable as a manual tool where you hold the mouse button down, rather than something you can specify exact parameters to and hit "Apply"... but they've clearly already done some work on more complex terrain generation.
The map generator currently being as extremely basic as it is leads me to believe it really is just a placeholder currently, and they probably are working on a better one.
I suspect one of the bigger difficulties in a map generator here would be working out a watertight algorithm to pathfind road/rail connections from the edges to the customs houses along complex terrain... the current approach only just works on flat terrain, and pretty much breaks the moment there are some smooth hills in the way. I've never tried it, but I presume writing a pathfinder that will connect contiguous spline segments correctly over complex terrain within slope limits and curvature limits would be a nightmare to get working consistently.
That said, Transport Fever did a pretty solid job of it for roads, so clearly it's possible... although rail would be even harder because it has to stay within tighter elevation-change constraints, and junctions can't be abrupt 90° angles.
If you make a better map generator, I'll buy this game twice