Sid Meier's Civilization V

Sid Meier's Civilization V

559 ratings
Tectonic Map Script
File Size
0.008 MB
Jan 18, 2013 @ 2:23pm
Aug 2, 2013 @ 11:24pm
3 Change Notes ( view )

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Tectonic Map Script

Generates a map based on global tectonics. Maps are similar to a combination of Fractal, Small Continents, Archipelago, with added tectonic elements like mountain belts and rift zones. Works best on relatively large maps (Map size options are equivalent to Terra maps).

Custom options:
Plate Motion options will change the prominence of mountain belts and rifts. Faster plate motion means higher mountain ranges and deeper rifts.
Continents options will change the shape of of the continental land masses to have more or less lakes and inlets.
Land options will change amount of land on the map by decreasing the number of oceanic plates, whereas sea-level options change the height of the water rather than the amount of ocean.
Plates options change the number of tectonic plates used in map generation. More plates will cause smaller land masses and more intricate structures.

Update v3:
Better balance between land, sea and island chains, less predictable plate boundaries and much faster map generation.

Update v4:
Fixed multiplayer issues.
Added costal start locations option. 'Yes' forces all civs to start on the coast. 'No' allows coastal start locations, but does not force them.
Now available on civfanatics:

A (very) small part of the code is based on Small Continents Deluxe (v 100) by James Barrows.
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CNiper Oct 16 @ 9:22pm 
Hey, sorry very new here. How do I get this to work with Multiplayer?
Haftetavenscrap  [author] Sep 27 @ 7:26pm 
Some coastal flat areas will be replaced by water, but a few hills and mountains will be "downgraded" to plains and hills as well. Overall there will be less land, and it should be a bit rougher.
Undertaker Sep 27 @ 3:27pm 
The description says that sea-level changes the height of the water.
What does that mean?

Does it mean that if it's low, there will be more flat lands and high level means there will be more hilltops and mountains?
macmearlen Jul 19 @ 3:35pm 
Having used quite a few different map scripts, this Mod is a breath of fresh air. One addition I would love to see though is plate boundaries and hot spots. Faults and more volcanoes would be nice, too. Maps using this mod are MUCH more realistic, which I love. Thanks for the Great work!
Haftetavenscrap  [author] Jun 30 @ 10:56pm 
@Corusca Fire
Thanks for the kind review!
Corusca Fire Jun 30 @ 6:05pm 
Also, to everyone - for extra fun, use IGE at the beginning to teleport all civ's units completely off some of the continents; due to the interesting and varied land-forms this script is perfect for a terra-style game. I only wish there was a way to do it without spoiling the map
Corusca Fire Jun 30 @ 6:05pm 
This is an excellent map script. Consistently creates believable looking worlds, interesting and varied rather than uniform. I just spent about half an hour loading maps, revealing, reloading with a variety of settings and ended up with a map that I would like to play a game on every single time, which is more than can be said about the scripts that come with the game.

To anyone out there who finds themselves constantly "re-generating" waiting for the game to spit out an interesting looking map with truly varied continents, island chains, and archipelagos that looks fun to play - this will certainly scratch your itch.

To the author - this is extremely well done, thank you! This mod is much appreciated, I wish I found it years ago.
Haftetavenscrap  [author] Jun 19 @ 8:00am 
It's been a long time since I've made any updates to this script, but I'm not totally satisfied with that option either. I'll think about changing it if I can remember how the script works XD
elotar Jun 19 @ 6:29am 
I got suggestion too - in option "costal start locations" can "No" be the default variant, as is in the most maps? Or each time I play I have to manually switch it in the advanced menu and those not bothering will just never see inland start.
Haftetavenscrap  [author] Jun 18 @ 4:57pm 
Yes. This script only generates terrain. Resources, ruins, etc are created normally.