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Releases: babylettuce22/ck3procedural

Procedural Tool v0.05

Procedural Tool v0.05 Pre-release
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@babylettuce22 babylettuce22 released this 14 Aug 22:45
304ddf8

Wilderness/colonies massively further fleshed out with events, new buildings/mechanics, etcetera.

Screenshot 2026-08-14 203607 Screenshot 2026-08-14 203709

Procedural Tool v0.04 (now v0.041)

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@babylettuce22 babylettuce22 released this 13 Aug 06:14

MAJOR UPDATE

Wilderness! Colonization! Now you can live in a world that's yet to be tamed. Plenty more features to come, but functional at the moment, albeit not fleshed out and with some goofy bugs here or there.

  • Beginnings of a "wilderness" and colonization feature heavily inspired and guided by the AGOT mod's colonization system.
  • Related settings in the tool: can disable wilderness generating, change the amount of wilderness present on generation/the way wilderness tends to generate (inland vs. map edges)

(HOT-FIXED TO v0.041 TO PREVENT RULERS FROM GOING TO WAR WITH WILDERNESS)
(v.0045 adds additional Wilderness and Colonization functionality/interactions)

Procedural Tool v0.03

Procedural Tool v0.03 Pre-release
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@babylettuce22 babylettuce22 released this 13 Aug 01:45
  • Improved GUI
    - Added directory auto-detect
    - Added normalization setting, default to "Shift" -- this will allow most heightmaps to be remapped natively to work well in vanilla.
    - Removed WIP coastal smoothing due to it expanding coasts improperly, pending rework. Expect potential jagged coastal edges.

  • Added some detection for improper/not-ideal heightmaps

  • Allowed renaming of mod folder

  • Renamed "Height" tab to "Relief" and added a "Heightmap" tab

  • Various other minor changes and/or bug fixes

  • IN PROGRESS WILDERNESS COLONY WORK - DISREGARD GUI VARIABLES

Procedural Tool v0.02

Procedural Tool v0.02 Pre-release
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@babylettuce22 babylettuce22 released this 12 Aug 06:24

See previous release for description

  • Fixed/improved packed_heightmap generation
  • Improved religion generation; tribal governments now more likely to follow an unorganized/unreformed religion whereas feudal governments are more likely to be organized.
  • Improved normalization of inputted heightmap (to procedural tool)
  • Fixed scaling of map_table, removed candles/coins/goblets/books etc. from map table due to clipping issues

Feel free to run your own scan: https://www.virustotal.com/gui/home/upload

ck3-heightmapgenerator-v0.01

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@babylettuce22 babylettuce22 released this 12 Aug 04:35

CK3 Heightmap Forge
Bespoke heightmap generator, highly in progress. For use with a CK3 procedural map tool.

Workflow is stage-based. Each pass is tunable independently and previewed live:

Continents — lays out coastlines and landmasses
Import Heightmap — use an existing heightmap as the base instead
Base Noise — fractal relief, as an alternative starting point
Ridges & Mountains — mountain belts, tuned separately from the coastline
Rolling Hills — local ground detail across the lowlands
Contrast — fine-tunes mountain/land height ratios
Coastal Depth — enforces a usable coastline on heightmaps not well-suited to direct CK3 upload
Upscale — raises working resolution to final export size
Hydraulic Erosion (GPU) — currently in progress, not enabled by default
Default values are set to a vanilla-sized map (18432 × 9216) and will more or less immediately produce a playable heightmap ready for import into the procedural tool.

Exports 16-bit greyscale PNG. Presets save and load as JSON.
heightmaptool1

ck3-procedural-generator-v0.01

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@babylettuce22 babylettuce22 released this 12 Aug 03:53

ck3-procedural-generator-v0.01

Feed it a heightmap, get back a playable Crusader Kings III mod.

The generator reads elevation and builds a world out from there: a Köppen climate model drives rainfall, temperature and terrain; terrain and climate drive habitability, which drives where provinces are dense and where they are empty. On top of that it partitions the map into baronies, counties, duchies, kingdoms and empires, then populates them — cultures with their own generated languages, name lists and traditions; faiths with tenets, holy sites and heads of faith; governments, development, and a landed ruler with a dynasty in every county, dated to whatever start year you pick.

It writes the whole mod, not just the map: heightmap, provinces, definitions, terrain masks and textures, locators, landed titles, history, localisation and a working bookmark.

Highly tunable — most of the model is exposed as knobs (sea level, mountain share, equator position, province size, climate bands, culture and faith counts, start date), all reproducible from a single seed. A GUI shows the climate, terrain and county previews before you commit to a full run.

Requires a heightmap laid out like vanilla's, with a distinct sea level.

More to come in later updates, including a bespoke CK3 heightmap generator.

ck3generator1

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