Sid Meier's Civilization V

Sid Meier's Civilization V

Fantastical Map Script
Showing 11-20 of 31 entries
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Update: Jan 17, 2015 @ 6:19pm

condensed number of map options down to nine, to work around Civ 5's bug. the game treats any map option with the same first digit as the same value. so any more than nine map options causes problems.

Update: Dec 6, 2014 @ 10:52am

- mountains more likely on islands
- fewer oases

Update: Oct 11, 2014 @ 8:34am

- rainfall and temperature random exclude most extreme options

Update: Oct 4, 2014 @ 1:07pm

- adjust alpha centauri climate (more arid, less xenofungus)
- change default map options to Map of Planet-like when Alpha Centauri Maps is activated

Update: Oct 4, 2014 @ 10:34am

- improve road pathfinding

Update: Oct 2, 2014 @ 10:39am

- prevent rivers of different drainages coming too close to one another
- decrease mountain scatteredness
- implement minimum amount of temperature/rainfall deviation in regions
- reduce jungle and forest slightly

Update: Oct 2, 2014 @ 12:31am

- fix river forks never exeeding 1 length

Update: Oct 1, 2014 @ 1:51pm

- fix coastal ice removal applying to non-climate realism maps
- update climate system (less jungle, less unpredictable amounts of forests)
- add two more options to both temperature and rainfall

Update: Sep 30, 2014 @ 12:21pm

- adjust centauri climate settings (better balance of humid, arid, and barren)
- allow land *near* poles on centauri maps but remove ice near land at poles
- prevent spamming Cape labels

Update: Sep 30, 2014 @ 11:21am

- fix crash when generating Alpha Centauri maps
- remove limits on label generation. Fantastical Place Names v3 limits by distance from other labels