10-07-2007, 16:58 | #1 |
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Examples of all map types
These are all the maps types available. Most or all maps have the following settings available: Size, Climate, Sealevel, Era, Speed, World Wrap and Resources. All examples are with standard size, temperate climate, medium sealevel and cylindrical world wrap, unless there's another default. Examples of different climates are shown as last.
Archipelago Landmass Type: Snaky Continents / Archipelago / Tiny Islands Snaky Continents Archipelago Tiny Islands Continents Custom_Continents Number of Continents: One Per Team / 2 / 3 / 4 / 5 / 6 5 Continents Islands Number of Large Islands: 1 Per Player / Extras / Several Extras Number of Tiny Islands: No / Few / Various / Many Tiny Islands 1 Per Player, No Tiny Islands Extras, Few Tiny Islands Several Extras, Various Tiny Islands 1 Per Player, Many Tiny Islands Pangaea Shoreline: Natural / Pressed / Solid Natural Pressed Solid Fractal Three examples. Terra Balanced A solid pangaea with balanced resources. Shuffle Archipelago, Continents, Pangaea, Fractal or Terra. Tilted_Axis No World Wrap setting. Landmass Type: Massive Continents / Normal Continents / Small Continents / Islands / Tiny Islands Massive Continents Normal Continents Small Continents Islands Tiny Islands Ice_Age No Climate, Resource and World Wrap settings. Landmass Type: Wide Continents / Narrow Continents / Islands / Small Islands Wide Continents Narrow Continents Islands Small Islands Mirror No Sealevel and Resource settings. Unsuited for an odd number of civs or teams. Mirror Type: Reflection / Inversion / Copy / Opposite Team Setting: Start Together / Separated / Anywhere Landmass Type: Small Lakes / Wide Continents / Snaky Continents / Archipelago / Tiny Islands Reflection, Small Lakes Inversion, Wide Continents Copy, Snaky Continents Opposite, Archipelago Inversion, Tiny Islands Hub Areas Per Player: 1 Per Player / 2 (10 Players Max) Land Shape: Natural / Pressed / Solid Neutral Territory: Varied / Pressed / Natural / Islands Isthmus Width: 1 / 2 / 3 Plot(s) Wide 1 Per Player, Natural, Pressed, 1 Plots Wide 1 Per Player, Pressed, Natural, 2 Plots Wide 2 (10 Players Max), Solid, Varied, 3 Plot Wide (Islands in the middle by chance.) Ring Areas Per Player: 1 Per Player / 2 (10 Players Max) Land Shape: Natural / Pressed / Solid Neutral Territory: Varied / Pressed / Natural / Islands Isthmus Width: 1 / 2 / 3 Plot(s) Wide 1 Per Player, Natural, Pressed, 1 Plot Wide 1 Per Player, Pressed, Natural, 2 Plots Wide 2 (10 Players Max), Solid, Varied, 3 Plots Wide (Islands in the middle by chance.) Wheel Areas Per Player: 1 Per Player / 2 (10 Players Max) Land Shape: Natural / Pressed / Solid Ring Width: 1 / 2 / 3 Plot(s) Wide Spoke Width: 1 / 2 / 3 Plot(s) Wide 1 Per Player, Natural, 1 Plot Wide, 3 Plots Wide 1 Per Player, Pressed, 2 Plots Wide, 2 Plots wide 2 (10 Players Max), Solid, 3 Plots Wide, 1 Plot Wide Maze No Sealevel setting. Maze Width: 1 / 2 / 3 / 4 / 5 Plot(s) Wide 1 Plot wide 5 Plots Wide Fantasy_Realm No Climate setting. Resource Appearance: Logical / Irrational / Crazy Logical Irrational Crazy Great_Plains No Climate, Sealevel and Resource settings. World Wrap is Flat by default and anything else make it ridiculous. Highlands No Climate and Sealevel settings. Mountain Pattern: Scattered / Ridgelines / Clustered Mountain Density: Dense / Normal / Thin Peaks Water Setting: Small Lakes / Large Lakes / Seas Scattered, Dense Peaks, Small Lakes Ridgelines, Normal Peaks, Large Lakes Clustered, Thin Peaks, Seas Inland_Sea Lakes Oasis No Climate and Sealevel settings. Team_Battleground No Sealevel setting. Unsuited for an odd number of civs or teams. Team Placement: Left vs Right / Top vs Bottom / Four Corners Team Setting: Start Together / Separated / Anywhere Left vs Right Top vs Bottom Four Corners Climates Temperate Tropical Arid Rocky Cold
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Last edited by Matrix; 12-10-2008 at 13:58. |
10-07-2007, 17:07 | #2 |
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I'm not too clear on the fractal maps. I'd like to play on a 2-3 plot maze map. that looks mighty interesting.
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3/2006 : Now, surely that must be because some fists might have caused internal damage to certain delicate parts? |
10-07-2007, 17:07 | #3 |
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x 100
What an excellent reference! Great work, Matrix!
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Why not stop by RegentMan\'s Forum? http://www.civ3duelzone.com/forum/fo...p?FORUM_ID=106 |
10-07-2007, 17:49 | #4 |
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Very nice work Matrix. Sirian has a map reference guide on Apolyton in the Civ 4 main thread IIRC.
Question though: how do low, medium, and high sea settings as well as the climate settings affect a map in particular? For example, if you have high seas, continents, and arid settings enabled, will you have more tiny continents (and not a big two) and more flood plains on the arid setting? What setting gives the most food in general, highlands +temperate? |
10-07-2007, 18:03 | #5 |
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I think that the seas effect the total amount of land tiles vs water tiles. that's it. So if you want more room to spread out, then have low seas and vice versa
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3/2006 : Now, surely that must be because some fists might have caused internal damage to certain delicate parts? |
10-07-2007, 18:11 | #6 |
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Indeed. Sealevel doesn't influence the number of rivers.
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29-12-2016, 17:00 | #7 | |
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Quote:
https://www.youtube.com/watch?v=zw08Py5nz1w
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29-12-2016, 21:34 | #8 |
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Ah, finally another bot, those heather posts have become boring.
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