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Civ5MapImage

Table of Contents

Introduction

Most custom maps designed for Civ 5 will usually provide screenshots of the map, but they will either only show a portion of the map in the game or a zoomed out image which shows all of the cities but not the terrain. This program is designed to provide you a detailed view of the entire map in one single image.

You have the option of generating a physical map or a political map. The physical map focuses on generating the terrain, while the political map shows the civilization boundaries and major cities. This program will convert a Civ 5 map with the file extension .Civ5Map to a PNG image.

Command-Line Usage

The input filename can either be a .civ5map or .json file. To start using this application, you can use any of the map files in the maps/ folder or you can load a .civ5map in your game directory.

If you generated the map image and want to modify the map, you can export the .civ5map as a .json by providing an output filename with the file extension .json and reuse the exported json as the input filename.

./Civ5MapImage.exe -input=[input filename] -mode=[drawing mode (optional)] -output=[output filename (default is output.png)]

Generate Physical Map Image

The default map mode is physical, which shows the different types of terrain.

./Civ5MapImage.exe -input=earth.Civ5Map -output=earth.png
earth

Generate Political Map Image

To generate a political map with the civilization and city state borders, you must pass in -mode=political to specify the drawing mode.

./Civ5MapImage.exe -input=maps/europe1939.json -mode=political -output=europe1939.png
europe

Generate Replay

To generate a replay, you will need to provide the base map and the replay file of a game.

./Civ5MapImage.exe -mode=replay -input=[map filename] -replay=[replay filename]  -output=[gif filename]

Convert .civ5map to .json

Set -mode=exportjson and output to have a filename ending in .json. No image will be generated.

./Civ5MapImage.exe -mode=exportjson -input=earth.Civ5Map -output=earth.json

Examples

europe europe europe
europe world earth 1900
earth 1936 earth 1939 earth 1942
earth 2014 huge 1 earth 2014 huge 2 earth 2022
mongol india stalingrad

Map File Format

This file format covers .civ5map files, which stores the map data. All data is stored in little endian.

Header

Type Size Description
uint8 1 byte ScenarioVersion (The leftmost 4 bits are for scenario. The rightmost 4 bits are for version, which is set to 12 for newer files.)
uint32 4 bytes Map width
uint32 4 bytes Map height
uint8 1 byte Number of players
uint8[4] 4 bytes Settings (hasWorldWrap, hasRandomResources, hasRandomGoodies)
uint32 4 bytes TerrainDataSize (Length of terrain list)
uint32 4 bytes FeatureTerrainDataSize (Length of feature terrain list)
uint32 4 bytes FeatureWonderDataSize (Length of feature wonder list)
uint32 4 bytes ResourceDataSize (Length of resource list)
uint32 4 bytes ModDataSize
uint32 4 bytes MapNameLength
uint32 4 bytes MapDescriptionLength

Following the header, is a list of strings whose size is determined in the header. Each string list will have a zero byte to split items.

Geography list data

Type Size Description
String list TerrainDataSize bytes Terrain (e.g. TERRAIN_GRASS)
String list FeatureTerrainDataSize bytes Feature terrain (e.g. FEATURE_ICE)
String list FeatureWonderDataSize bytes Feature wonders(e.g. FEATURE_CRATER, FEATURE_FUJI)
String list ResourceDataSize bytes Resources (e.g. RESOURCE_IRON)
String ModDataSize bytes modData
String MapNameLength bytes Map name
String MapDescriptionLength bytes Map description
uint32 4 bytes WorldSizeLength (Only if version >= 11)
String WorldSizeLength bytes WorldSize (Only if version >= 11)

Map geography

The map data is inverted, which means that the bottommost row rendered on the screen is stored on the top row of the array and the topmost row rendered on the screen is stored on the last row of the array.

Type Size Description
MapTile[Height][Width] (Height * Width * 8) bytes Map geography

Map tile data

The size of this struct is 8 bytes.

Type Size Description
uint8 1 byte TerrainType (index in terrain list)
uint8 1 byte ResourceType (index in resource list, 0xFF if none)
uint8 1 byte FeatureTerrainType (index in feature terrain list, 0xFF if none)
uint8 1 byte RiverData (The low 3 bits means the tile border has a river. Only 3 edges needs to be marked per tile. 4 (>>2) is southwest edge, 2 (>>1) is southeast edge, 1 (>>0) is eastern edge)
uint8 1 byte Elevation (0 = flat, 1 = hills, 2 = mountain)
uint8 1 byte Continent (0 = none, 1 = Americas, 2 = Asia, 3 = Africa, 4 = Europe)
uint8 1 byte FeatureWonderType (index in feature wonder list, 0xFF if none)
uint8 1 byte ResourceAmount

Game description header

Type Size Description
byte[68] 68 bytes Unknown, seems related to GameSpeed
uint32 4 bytes MaxTurns
byte[4] 4 bytes Unknown
uint32 4 bytes StartYear
uint8 1 byte PlayerCount (Number of playable civs)
uint8 1 byte CityStateCount
uint8 1 byte TeamCount (should be the sum of PlayerCount and CityStateCount)
byte 1 byte Unknown
uint32 4 bytes ImprovementDataSize
uint32 4 bytes UnitTypeDataSize
uint32 4 bytes TechTypeDataSize
uint32 4 bytes PolicyTypeDataSize
uint32 4 bytes BuildingTypeDataSize
uint32 4 bytes PromotionTypeDataSize
uint32 4 bytes UnitDataSize
uint32 4 bytes UnitNameDataSize
uint32 4 bytes CityDataSize
uint32 4 bytes VictoryDataSize (Only if version >= 11)
uint32 4 bytes GameOptionDataSize (Only if version >= 11)

Game description data

Type Size Description
String list ImprovementDataSize bytes Improvements (e.g. IMPROVEMENT_FARM)
String list UnitTypeDataSize bytes Unit types (e.g. UNIT_SETTLER)
String list TechTypeDataSize bytes Tech types (e.g. TECH_AGRICULTURE)
String list PolicyTypeDataSize bytes Policy types (e.g. POLICY_LIBERTY)
String list BuildingTypeDataSize bytes Building types (e.g. BUILDING_STADIUM)
String list PromotionTypeDataSize bytes Promotion types (e.g. PROMOTION_DRILL_1)
Unit data array UnitDataSize bytes Unit data
Unit name array UnitNameDataSize bytes Unit names
City array CityDataSize bytes City information
String list VictoryDataSize bytes Victory types (e.g. VICTORY_CULTURAL)
String list GameOptionDataSize bytes Game options (e.g. GAMEOPTION_NO_CITY_RAZING)

Unit data format

In version 11, the sizeof this struct is 48 bytes.

In version 12, the sizeof this struct is 84 bytes.

Type Size Description
byte[2] 2 bytes Unknown
uint16 2 bytes Index to custom unit name data
uint32 4 bytes Experience
uint32 4 bytes Health (100% health is 100000)
uint8 (version 11) or uint32 (version 12) 1 byte for version 11, 4 bytes for version 12 Unit type
uint8 1 byte Owner
uint8 1 byte Facing direction
uint8 1 byte Status (The low 3 bits are used. 4 (>>2) is garrisoned, 2 (>>1) is embarked, 1 (>>0) is fortified)
byte 1 byte Unknown (Only for version 12)
byte[] 32 bytes for version 11, 64 bytes for version 12 Promotion data

City format

In version 11, the sizeof this struct is 104 bytes.

In version 12, the sizeof this struct is 136 bytes.

Type Size Description
byte[64] 64 bytes City name
uint8 1 byte Owner
uint8 1 byte Settings
uint16 2 bytes Population
uint32 4 bytes Health (100% health is 100000)
byte[] 32 bytes for version 11, 64 bytes for version 12 Building data

Unknown block

There is a section between the city data and team data that doesn't seem to be used anywhere, except for padding. The sizeof this block is unknown, but this block size increases as the number of civs increases.

Type Size Description
byte[] Unknown bytes This block doesn't seem to correspond to anything in the game

Team format

The sizeof this struct is 64 bytes. The team name is usually the default value, e.g. Team 1.

Type Size Description
byte[64] 64 bytes Team name

Player format

The sizeof this struct is 436 bytes.

Type Size Description
byte[32] 32 bytes Policies
byte[64] 64 bytes Leader name (override leader name)
byte[64] 64 bytes Civ name (override civ name)
byte[64] 64 bytes Civ type (default civ name)
byte[64] 64 bytes Team color
byte[64] 64 bytes Era
byte[64] 64 bytes Handicap
uint32 4 bytes Culture
uint32 4 bytes Gold
uint32 4 bytes Start position X
uint32 4 bytes Start position Y
uint8 1 byte Team
uint8 1 byte Playable
byte[2] 2 bytes Unknown

Map tile improvement properties

This block is always placed at the end of a file.

Type Size Description
MapTileImprovement[Height][Width] (Height * Width * 8) bytes 2D array of map tile improvements

Map tile improvement data

The size of this struct is 8 bytes.

Type Size Description
uint16 2 bytes City id (0xFFFF if none)
uint16 2 bytes Unit id (0xFFFF if none)
uint8 1 byte Owner
uint8 1 byte Improvement
uint8 1 byte RouteType (0 = road, 1 = railroad, 0xFF = none)
uint8 1 byte RouteOwner

Replay File Format

The replay files store a list of civilizations, events, and datasets for different statistics like gold per turn.

Type Size Description
byte[4] 4 bytes Game name
uint32 4 bytes unknownBlock1
varstring var bytes Game version
varstring var bytes Game build
uint32 4 bytes Current turn number
byte[1] 1 bytes unknownBlock2
varstring var bytes Player civ
varstring var bytes Difficulty
varstring var bytes Era start
varstring var bytes Era end
varstring var bytes Game speed
varstring var bytes World size
varstring var bytes Map filename

DLC Array Element

Array size is uint32 followed by list of elements.

Type Size Description
byte[16] 16 bytes dlcId
byte[4] 4 bytes dlcEnabled
varstring var bytes dlcName

Mods Array Element

Array size is uint32 followed by list of elements.

Type Size Description
varstring var bytes modId
byte[4] 4 bytes modVersion
varstring var bytes modName

Header Continued

Type Size Description
varstring var bytes Civ name
varstring var bytes Leader name
varstring var bytes Player color
byte[8] 8 bytes unknownBlock5
varstring var bytes mapFilename2

Unknown Block

Type Size Description
uint32 4 bytes unknownVersion
byte[] 7 bytes if unknownVersion is 2, 9 bytes for all other values Unknown array
uint32 4 bytes unknownCount
uint32[] (unknownCount + 1) bytes Unknown array
uint8 1 byte Unknown

Header Continued

Type Size Description
uint32 4 bytes Start turn
int32 4 bytes Start year
uint32 4 bytes End turn
varstring var bytes End year
uint32 4 bytes zeroStartYear
uint32 4 bytes zeroEndYear

Civ Names

The civ names are stored in an array.

Array size is uint32.

Array element format

Type Size Description
uint32[4] 4*4 bytes Unknown
varstring var bytes Leader name
varstring var bytes Civ long name
varstring var bytes Civ name
varstring var bytes Civ demonym

Civ Dataset Names

Array size is uint32.

Array element format

Type Size Description
varstring var bytes Dataset name

Civ Dataset Values

This is a 3D array. The first level is divided by civilization and the second level is divided by category. To get a list of dataset values, you have to call datasetValues[civIndex][datasetNameIndex]. Each dataset value is represented by a Turn and Value pair.

Replay Events

The number of events is a uint32.

Replay Event format

Type Size Description
uint32 4 bytes Turn
uint32 4 bytes Type id
uint32 4 bytes Number tiles
tile array numTIles * 4 bytes Tile array, which contains uint16 for x and uint16 for y
uint32 4 bytes Civilization Id
varstring varstring bytes Event text

Tiles

Tile data contains information about the physical map.

Type Size Description
uint32 4 bytes unknownVariable1
uint32 4 bytes unknownVariable2
uint8 1 byte Elevation id
uint8 1 byte Type id
uint8 1 byte Feature id
uint8 1 byte unknownVariable3

Save File Format

Most of the save file is compressed and the header begins with 0x789C, which is a ZLIB header.