Sid Meier's Civilization V

Sid Meier's Civilization V

Fantastical Map Script
132 Comments
TarsisiusTheChickenStrip Jul 21, 2022 @ 8:29pm 
this mod is working great for me!
Gabadur Jan 21, 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 Jan 21, 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 Sep 26, 2021 @ 11:21am 
Broken with Vox Populi, start with -130 gold and can't advance in tech
RouxAroo Jan 26, 2021 @ 9:05pm 
@Forever Noob Thank you for responding, I was able to figure it out and it seems to.
eeeeeee  [author] Jan 26, 2021 @ 3:32pm 
As far as I can remember, it does work in World Builder, but it's been a long time.
RouxAroo Jan 26, 2021 @ 12:59pm 
Does this mod work when using the World Builder? I'm guessing no, but I would like to know.
bluhspizo Jul 27, 2020 @ 1:26pm 
it would be nice if there was an option to only have ruins and not roads
Legodudelol9a Dec 13, 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 Sep 16, 2018 @ 1:35pm 
@Forever Noob you wouldn't happen to have the file for the original map labels mod lying anywhere?
dominicawb Apr 4, 2018 @ 3:14pm 
Okay thanks a bunch, I tried Alpha Centaurish and its pretty good on high granularity but theres just something about the older version that makes maps just the right way for 34 civ games.
eeeeeee  [author] Apr 4, 2018 @ 1:43pm 
dominicawb Apr 4, 2018 @ 12:50pm 
Yeah by the way I noticed very high granularity will ignore no land on the poles. Try it with two continents.

I really appreciate all the work you've been doing, but is there a place people could find the older version of the map generator?
eeeeeee  [author] Apr 4, 2018 @ 8:26am 
@dominicawb Low Seas, Alpha Centaurish, or Archipelago. Low Seas has three continents and no ocean rift. Alpha Centaurish has three continents and one ocean rift.

I rearranged the options to accommodate the Granularity option, but now I suspect are very few circumstances anyone would want to change that.

I'm porting the script to Civ VI, where as far as I can tell there's no limit on the number of map options. At first I thought I shouldn't bring back ocean number and continent number because I felt they weren't as intuitive as landmass type. Now I'm not so sure.
dominicawb Apr 3, 2018 @ 2:08pm 
By the way, what settings would you recommend to fill a huge map with as much reasonably broken up land as possible while still making the world traverseable by ship?

In the previous version of this script, I would pick four continents with maximum islands, this would give me maps that could support a lot of extra civs I tend to play with. I was hoping for something similar in this version but having trouble finding anything like it
eeeeeee  [author] Apr 2, 2018 @ 10:30pm 
@dominicawb definitely not intentional. My first thought is that maybe this happens on all non-wrapping maps. I'm still not sure why, but I'll look into it.
dominicawb Apr 2, 2018 @ 7:33pm 
Im not getting any goody huts whatsoever on estuary type maps, is this intentional or a bug?
dominicawb Feb 22, 2018 @ 12:51pm 
I consider this the best map script for Civ 5, thanks for keeping it updated
eeeeeee  [author] Jan 9, 2018 @ 11:54am 
@Morpheuskibbe, I tried starting a game with No Oceans, Snowball, Arrakis, and it started fine. Is it a particular civilization that does this? Are there other mods activated?
eeeeeee  [author] Jan 9, 2018 @ 11:10am 
@Morpheuskibbe I finally fixed 6 Billion Years
Pheonician6 Jun 9, 2017 @ 10:55pm 
Arrakis. lol play as Indonesia on Arrakis and u get spice. XDDDD
Phat_Phuck 007 Apr 14, 2017 @ 9:48pm 
got it, :)
eeeeeee  [author] Apr 14, 2017 @ 4:30pm 
If you mean directly download the Lua file, see the "Lua File" link above.
Phat_Phuck 007 Apr 8, 2017 @ 1:51pm 
there a way to directly download this easily?
Meor Aug 4, 2016 @ 12:58pm 
Awesome!
Fireemblem123 Apr 3, 2016 @ 11:55am 
@Morpheuskibbe

The "only fog of war followed by loss" is because the game could not find you any valid starting locations, either because there weren't any or it assigned AIs to the few valid ones first.
Morpheuskibbe Jan 22, 2016 @ 10:40am 
tried it again. seems that no-oceans-snowball-arrakis is the issue
Morpheuskibbe Jan 22, 2016 @ 10:38am 
I did a snowball arrakis earth. game loaded but didn't put me anywhere (whole map was fog) then a moment later i got a pop up that said that i lost.
Bunger With Bungus Sep 7, 2015 @ 3:55pm 
hey found a problem with this mod and that it does not work with either "saga of man" or "really advanced setup". i cant pinpoint which one it is because "saga of man" uses "really advanced setup"
CornishGH Jul 7, 2015 @ 10:02am 
Alright, I can confirm that at least with my mod load order, this is the only map script not spawning goody huts/ancient ruins. Not sure why.
CornishGH Jul 7, 2015 @ 1:35am 
I'm having an issue with this script where no goody huts/ancient ruins seem to get placed on the map. I'll double check it later today with the in-game editor and a different map script, but any idea what might be causing this?
eeeeeee  [author] Jun 30, 2015 @ 12:47pm 
I haven't been able to fix it because I haven't been able to reproduce the issue. If you want to go to the trouble of turning on debug logging and send me the lua.log, I might be able to do something about it. http://forums.civfanatics.com/showthread.php?t=487482
Wooly Sheep Jun 29, 2015 @ 7:02pm 
Every time I try to generate a map with this, the entire world is covered in water and possibly ice, causing instant loss. I saw someone else mention this problem on the civfanatics forum, but I didn't see a fix. I have tried many times, with various settings, and have uninstalled and reinstalled the mod. This seems like a good mod, but I don't think I'll ever get it to work.
eeeeeee  [author] Jun 16, 2015 @ 9:24am 
Ah, thank you for figuring that out. I'll look into fixing
Morpheuskibbe Jun 12, 2015 @ 3:53pm 
I did some experimenting, but it seems that 6 billions years just doesn't work, even on "arrakis" mode (which is quite fun on its own BTW) i ran it and then went to the movies. still hanging when i came back so there's an infinite loop caused by that setting somewhere.
Morpheuskibbe Jun 9, 2015 @ 2:55pm 
Ok its working when i set it to 5 billion. and its not a mess it just has some bugs.
eeeeeee  [author] Jun 9, 2015 @ 11:51am 
ah... the problem is it will be trying to create tons of rivers (lots of rainfall) and being unable to find a single mountain to create headwaters. (i think you mean 6 billion years old, which means no mountains whatsoever.) it should just stop looking at some point, maybe five minutes later. yeah, i know it's a mess, sorry.
Morpheuskibbe Jun 9, 2015 @ 11:36am 
i was using small map, quick game, legendary start, 8 billion years old, 'polar tropics' i think it said, and arborea. all else default.
eeeeeee  [author] Jun 9, 2015 @ 11:32am 
What options are you using when it freezes? There are some cases in which it will takes a LONG time to generate the map. It should eventually become responsive again. I know that big maps with few or no bodies or water will take a long time to generate, because the river algorithm is terribly inefficient, and will keep searching for a path to water in all the wrong places.
Raskol Jun 9, 2015 @ 1:37am 
@morpheuskibbe - I had the same problem. So, I just disabled all the other mods I was running (but kept "fast aircraft animations" running) and it worked ok.
Morpheuskibbe Jun 8, 2015 @ 6:47am 
is there any trick to get it to work? when i try to use this map the games just goes non-responsive forever.
eeeeeee  [author] Apr 1, 2015 @ 10:42am 
only this map script requires the gymnastics you describe, or any third party map script? if it's just mine, wtf, WHAT AM I DOING WRONG? :-(
dominicawb Mar 22, 2015 @ 8:36pm 
Anyone who uses the map script in multiplayer needs to make sure ALL players involved have the .lua file in the Assets/Maps folder, and on turn 1, the host needs to save the game before ANYONE moving their units or settling cities, or else the non-host players will lose those units the next turn.

So, once its saved, the host then needs to load the game and bring all the players back into it. then once it's up, you can play as normal.
eeeeeee  [author] Mar 10, 2015 @ 8:06pm 
yeah, weirdly that's the best way to use map scripts. they're awfully clunky to use as mods
dominicawb Mar 10, 2015 @ 1:34pm 
Okay, the author of the Multiplayer Mod Fix found out that simply moving the .lua file of any map script mod to the Program Files/Steam/SteamApps/common/Civ 5 Folder/Assets/Maps folder wil let people use it in single player and multiplayer games. I still need to test whether only he host of a multiplayer game needs this fix or if everyone does, if so I will let you know.
sheiky Feb 18, 2015 @ 10:47pm 
Yeah, I tested it out and it works fine :)
eeeeeee  [author] Feb 18, 2015 @ 3:58pm 
sheiky, it probably does. it does not mess with resource placement unless paired with the alpha centauri map mod.
sheiky Feb 18, 2015 @ 5:23am 
Will this work with the More Luxuries mod? Thanks.
dominicawb Feb 2, 2015 @ 11:03am 
I'm afraid not, i'll let the author of the fix know and see if there could be any other issues. I still think it has something to do with how single player and multiplayer match setup works.
eeeeeee  [author] Jan 22, 2015 @ 8:57pm 
does it work with the multiplayer mod workaround now?