Process
Procedural map generation
You might say: random map, map script, map seed
A map template generates a different world each game from a chosen type.
- What it does
- Makes each game a new map problem.
- Ask
- Are the maps new each time and still fair and playable?
- Trouble
- A player is stranded on a small island, or every map looks the same after a few games.
What to look for
- A map type and size picker before the game
- A seed number in the setup screen
Catalogue: Map type
- Continents: A few large land masses split by ocean, so contact between some players waits for ships.
- Pangaea: One large land mass: every empire can reach every other by land, so contact comes early.
- Archipelago: Many small islands: expansion and war both depend on ships.
- Galaxy: A space map of star systems joined by hyperlanes, the main routes between stars. Lane density is set before the game and decides how many chokepoints the map has.
Sources
- 2K Games, Sid Meier's Civilization IV Manual, Starting a Game
each individual world created will be different from game to game.
Use it on your project
teardown-apply: hold "Procedural map generation" (map-generation) from the teardown at https://teardownatlas.com/4x-strategy/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal