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I've been trying to generate my own maps using Voronoi diagrams as well. I was using Lloyd's algorithm [0] to make strangely shaped regions "fit" better, but I like the insight of generating larger regions to define islands, and then smaller regions on top to define terrain.

One of the things I like about algorithms like this is the peculiarities created by the algorithm, and trying to remove that seems to take some of the interesting novelty away.

- [0] https://en.m.wikipedia.org/wiki/Lloyd%27s_algorithm

This kind of exploratory/creative programming is bar none the most fun you can have as a software engineer. I love reading write-ups about projects like this because you can practically feel the nerdy joy radiating off the screen.
It is quite infectious! I would have never thought to use Voronoi like this, my only use is with data visualizations.
Haven't played any of the new Civ games but find this very interesting.
Civ4-Beyond the Sword is IMHO the last good Civ game. 1 unit per tile ruins the game.
I personally think this last one is pretty great
Civ 7 sucks and you should avoid it, but both 5 and 6 are quite good. They are significantly different from the previous entries due to the one unit per tile system, but different for the better imo.
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On a related note, I've started a blog on procedural content generation and GenAI content synthesis: https://gamedev.blog/. Would love any feedback / suggestions! I intend to cover Voronoi diagrams in the near future + a Python implementation and turning it into a 3D map with Unity
I really wish they just made Civ 5 again, but with these sorts of cool updates.
I just assume the perfect world map script already does this.
Kinda surprised that it's taken this long. Voronoi for map generation is not a new concept, and it produces excellent results.