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Is there too much desert in Civilization?

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  • #16
    Originally posted by siredgar


    Do you remember the file name? Is it in another folder? Do I right-click and open with text editor?

    Thanks in advance.
    The name of the file is pretty self-explanatory, just have a look. And it doesn't matter how you open it, Windows doesn't know what application to use for it so you're going to have to tell it to use Notepad or some other text editor. Either way you click on it, you'll end up in the same place the first time. Unless of of course you've already assigned an application for python files, in which case you just have to double click on it.

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    • #17
      Originally posted by Willem


      The name of the file is pretty self-explanatory, just have a look.
      It's "Python\CvMapGeneratorUtil.py"

      And it doesn't matter how you open it, Windows doesn't know what application to use for it so you're going to have to tell it to use Notepad or some other text editor.
      @Asmodean:

      Use Notepad or something similar.

      The line you are looking for is:
      Code:
      def __init__(self, iDesertPercent=32, iPlainsPercent=18
      Right above that line you should see an example of a comment (ironically enough it's about changing the iDesertPercent). Comment out the "def __init__ line and make a new copy below it. Then change the value in the copied line and give it a try.

      You could also look for WorldPainter around here and use it. It has some shortcommings and you have to save the map and load it in to Civ but you can tweek just about any terrain type you want. And, as a last resort, you can just edit the terrain as you see fit.

      Oh, as for the topic: yes, I feel there is too much desert in Civ. That's why I wrote WorldPainter.

      Tom P.

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      • #18
        Originally posted by padillah

        Comment out the "def __init__ line and make a new copy below it. Then change the value in the copied line and give it a try.
        I don't understand what you mean by "comment out". Do you mean I should delete the line saying "def_init_"? Should I type something in there? Where do I change the percentages? What else do I need to do?

        Mine says:

        class TerrainGenerator:
        "If iDesertPercent=35, then about 35% of all land will be desert. Plains is similar. \
        Note that all percentages are approximate, as values have to be roughened to achieve a natural look."

        def __init__(self, iDesertPercent=32, iPlainsPercent=18,
        fSnowLatitude=0.7, fTundraLatitude=0.6,
        fGrassLatitude=0.1, fDesertBottomLatitude=0.2,
        fDesertTopLatitude=0.5, fracXExp=-1,
        fracYExp=-1, grain_amount=4):

        Thanks very much for your help.
        "I've spent more time posting than playing."

        Comment


        • #19
          Originally posted by Willem

          Be sure to save the altered file in your Custom Assets folder, not the default one.
          Are you talking about the folder called "_Civ4CustomAssets"? Where in that folder do I save it? Do I just "Save As"? What should I name it as?

          Thanks.
          "I've spent more time posting than playing."

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          • #20
            Originally posted by siredgar


            Are you talking about the folder called "_Civ4CustomAssets"? Where in that folder do I save it? Do I just "Save As"? What should I name it as?

            Thanks.
            Custom Assets is found in My Documents/My Games/Warlords. There'll be another folder in there called Python. You should put it in the same relative place as the original is found. IIRC, the map generator file is right in the main Python folder, so that's where you would put yours in Custom Assets. Just double check that though as I could be wrong. I'm not on my own computer so I can't check it. And don't change the name, it has to remain the same. That's why you're putting it in your Custom Assets folder, you would overwrite the original otherwise.

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            • #21
              I changed Desert to 22% and I lost all the control options in the game. It's just a map.

              So, I deleted def __init__". And same thing.

              So, I deleted the example text. And same thing.

              Can you give me instructions on exactly what I need to do? I didn't understand what Padillah wanted me to do.

              Thanks.
              "I've spent more time posting than playing."

              Comment


              • #22
                OK, you found this part:
                Code:
                class TerrainGenerator:
                "If iDesertPercent=35, then about 35% of all land will be desert. Plains is similar. \
                Note that all percentages are approximate, as values have to be roughened to achieve a natural look."
                
                def __init__(self, iDesertPercent=32, iPlainsPercent=18,
                fSnowLatitude=0.7, fTundraLatitude=0.6,
                fGrassLatitude=0.1, fDesertBottomLatitude=0.2,
                fDesertTopLatitude=0.5, fracXExp=-1,
                fracYExp=-1, grain_amount=4):
                ...so that's a start.

                Notice that part that is just "talking" is surounded by double quotes? That's called a multi-line comment.

                If you look in other parts of the code you will notice lines begining with the # character. That's a single line comment.

                My suggestion, so as not to loose the original line, was to copy the first line and comment out the original line, like so:
                Code:
                class TerrainGenerator:
                "If iDesertPercent=35, then about 35% of all land will be desert. Plains is similar. \
                Note that all percentages are approximate, as values have to be roughened to achieve a natural look."
                
                [b]"def __init__(self, iDesertPercent=32, iPlainsPercent=18,"[/b]
                def __init__(self, iDesertPercent=22, iPlainsPercent=18,
                fSnowLatitude=0.7, fTundraLatitude=0.6,
                fGrassLatitude=0.1, fDesertBottomLatitude=0.2,
                fDesertTopLatitude=0.5, fracXExp=-1,
                fracYExp=-1, grain_amount=4):
                Now you have the original line still in place in case you need to refer back to it.

                Now that you've edited this file the computer considers it a different file. If you just save it you will replace the original file from Firaxis, we don't want that.

                Thankfully the developers gave us a place to put our changes: My Documents\My Games\ There you should find one or two game directories, one for Civ4 and the other for Warloards (if you have Warlords expansion installed). In the text editor you are using save the file to the CustomAssets folder of the appropriate version of the game. Which, for vanilla Civ would be:

                "My Documents\My Games\Sid Meier's Civilization 4\CustomeAssets\python"

                ... and for Warlords would be:

                "My Documents\My Games\Warlords\CustomeAssets\python"

                That should be enough for you to get started.

                Let me know if you have anymore questions (can you tell I used to run a help desk?).

                Tom P.

                Comment


                • #23
                  I think that the percentage amount of desert may be right, but the way it is implemented is wrong.
                  In the real world deserts are usually vast tracts, but they are localized into particular areas. In Civ, they are spattered all over in two- and three-square areas. It's too random.
                  I would go so far as to say that the map geography is the one part of the game that is left lacking. I would like to see more terrain types, like swamps for example, and the idea that mountains are simply impassable has always struck me as ridiculous. Poor Huayna never gets to build Machu Picchu were it belongs.
                  Oh well, I am ever-hopeful a good mod will come along...

                  Comment


                  • #24
                    Originally posted by Brutus66
                    I think that the percentage amount of desert may be right, but the way it is implemented is wrong.
                    In the real world deserts are usually vast tracts, but they are localized into particular areas. In Civ, they are spattered all over in two- and three-square areas. It's too random.
                    I would go so far as to say that the map geography is the one part of the game that is left lacking. I would like to see more terrain types, like swamps for example, and the idea that mountains are simply impassable has always struck me as ridiculous.
                    I would like to see large deserts as they would act as natural borders. A city on the other side of a desert would be substantially far from you capital and therefore civs would tend to not cross deserts, except along rivers of course.

                    Mountains provide natural borders in the game, but it is a bit hokey that they are simply uncrossable.

                    Maybe the game designers found that large deserts/swamps/tundra weren't fun because they spread out the game too much. Therefore they made these impassable mountains to act as natural borders.

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                    • #25
                      deserts in my maps aren't too bad.

                      You have large ones and small ones. which reflects real life. We have large deserts (sahara, gobi), and small ones- like badlands, South Dakota.

                      What would really be amazing, although perhaps too complex for too little gameplay value, would be to reflect rainfall patterns and mountains. But considering we don't fully understand the rainfall patterns of earth yet, it's unlikely we could implement it on a new world. For instance, mountains in the southwest tend to sap up moisture. In some cases as in California the west side will be more fertile and green than the east side (death valley). But this doesn't hold true in all cases. It depends on the location of the water source. As in the case of the Himalayas in Asia.

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                      • #26
                        I checked this old thread because i'd like to change desert percentage in Beyond the Sword as I did in Warlord, but I can't find CvMapGeneratorUtil.py.

                        Can someone help me?

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                        • #27
                          Originally posted by siredgar
                          I don't know if it's just me, but I feel like there is way too much desert in the Civilization series.
                          Yes there is too much Desert. I believe the default value is 32% Desert on a map, but in the real world, there's only about 25%. I've made that change in my map generator file, plus pushed up Tundra and Snow a bit, and my maps come out much better now.

                          PS: Damn, I've already replied to this old thread.

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                          • #28
                            Originally posted by wertyu70
                            I checked this old thread because i'd like to change desert percentage in Beyond the Sword as I did in Warlord, but I can't find CvMapGeneratorUtil.py.

                            Can someone help me?
                            It's using the one from Warlords.

                            Comment


                            • #29
                              Change the vanilla CvMapGeneratorUtil.py. I'm pretty sure the game looks for files there if it didn't find them in the BtS directory.
                              Clash of Civilization team member
                              (a civ-like game whose goal is low micromanagement and good AI)
                              web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                              • #30
                                My approach to influencing the terrain thus far has been to play on Tropical maps. That often leads to starting positions with lots of jungle around, and I often restart if I have too much around me. But it seems to limit the amount of tundra, ice, and desert. I'll probably try tinkering with the Python now that I know where to look, but I thought I'd mention the Tropical setting in case anyone wants to try it.

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