Civilization 7 Map Revolution: How Voronoi Diagrams End the Era of Predictable Continents in the 4X Genre

Popular Now

EA SPORT FC 25 EA SPORT FC 25 Free Fire Max Free Fire Max CarX Street CarX Street League of Legends League of Legends Garena Free Fire: Kalahari Garena Free Fire: Kalahari Counter-Strike 2 Counter-Strike 2 R.E.P.O R.E.P.O Valorant Valorant NBA 2K24 NBA 2K24 Toca Boca World Toca Boca World

The Civilization VII development team at Firaxis Games has pulled back the curtain on a significant technical overhaul, revealing that the latest update will fundamentally change how the game’s iconic maps are generated. Moving away from the long-standing use of fractal noise, Civ 7 is embracing Voronoi diagrams to create continents and landmasses that are touted as being “far more varied and look much more natural.” This strategic pivot is a massive move for the 4X strategy genre, promising to inject much-needed unpredictability and geological realism into every new campaign start.

The update, which is part of the forthcoming Patch 1.2.5, directly addresses a key community critique: the increasing predictability and visual repetition of procedurally generated maps in the launch version of Civilization VII and its predecessors. By adopting Voronoi map generation, the developers are introducing a system that mimics real-world geological forces, providing a powerful new foundation for both gameplay and world design.

The Science of the Splintered Plane: Understanding Voronoi Diagrams

The term Voronoi diagram refers to a mathematical concept that partitions a plane into regions based on the distance to a set of pre-defined points (known as “seeds” or “sites”). In the context of procedural generation for video games, this technique creates organic, cell-like boundaries that look incredibly natural—resembling cracked glass, or even the borders of biological cell structures. This visual appeal and inherent structure are what make it a superior choice for complex terrain generation in a premium PC gaming title like Civ 7.

The Multi-Step Generation Process: From Seeds to Continents

Senior Graphics Engineer, Ken Pruiksma, detailed the multi-layered process, confirming that the new map generator is far more sophisticated than simply drawing boundaries around points. It’s a two-stage growth model that simulates plate tectonics and continental formation:

  • Stage 1: The Tectonic Layer (Low-Resolution Voronoi):The process begins by randomly scattering a small number of seed points onto the map. The resulting Voronoi cells are treated as the seeds for tectonic plates. These “plates” are then grown outward, following configurable rules, until they fill the entire map. Crucially, each plate is assigned a movement and rotation direction, setting the geological stage for the continents that will form later.
  • Stage 2: The Continental Layer (High-Resolution Voronoi):A second, much higher resolution set of points is sprayed onto the map, creating a finer layer of Voronoi cells that sit atop the pre-established tectonic plates. New starting points are chosen for the primary landmasses. These landmasses then grow using an advanced set of custom rules:
    • Plate Boundary Influence: The rules can compel landmasses to grow specifically along the boundaries of the underlying tectonic plates, especially where plates are set to “collide” or “diverge.” This simulates the formation of mountain ranges and coastal shelves in a geologically plausible manner.
    • Latitude and Pole Avoidance: The generation can be steered to prefer certain latitudes—avoiding the poles or favoring equatorial regions—to ensure maps have a more Earth-like and balanced distribution of terrain.
    • Gameplay Restrictions: The system is designed to adhere to key Civ VII gameplay mechanics, such as ensuring that Homelands (starting continents) and Distant Lands (high-risk, high-reward expansion areas) are properly separated by a significant Deep Ocean barrier, preserving the intended strategic flow of the game.

Finally, once the primary landmasses are defined, the generator applies finishing touches like island chains, coastline erosion, and the placement of mountains and volcanoes—many of which are now more logically placed in relation to the simulated plate boundaries. The map is then overlaid with the familiar hexagonal grid for the gameplay layer to assign terrain, Yields, and Luxury Resources.

A Strategic Win for Replayability and Player Experience

The core benefit of this revamp is a dramatic increase in map diversity. Under the old fractal noise system, while maps were technically random, they often possessed a predictable, soft-edged quality. The Voronoi method, by contrast, introduces sharp, organic boundaries and allows for geographical features previously deemed “impossible” by the old generator to appear regularly.

The developers state that this new algorithm is tuned to produce “natural-feeling maps with standard gameplay” about 95% of the time. This means that roughly 1 in every 20 games will feature a truly bizarre, high-variance map—a small chance for a “super weird layout” that could completely upend established strategies and provide unforgettable moments, thereby bolstering Civ 7’s reputation for exceptional replayability and player engagement.

The two new map types utilizing this technology are: Continents and Islands (two large continents with scattered islands) and Pangea and Islands (one massive continent with surrounding islands). This technical sophistication not only makes for a more visually compelling game world but also adds a new layer of challenge and discovery for veteran players. The era of dull, repetitive continent shapes in Civilization is over, replaced by a dynamic, geologically informed world ready to be conquered.

Keyword Focus: Civilization 7, Civ 7, 4X Strategy, Voronoi Diagrams, Map Generator, Procedural Generation, Continents, Tectonic Plates, Fractal Noise, Firaxis Games, PC Gaming, Gameplay, Replayability, Development Update, Civilization VII.

Scroll to Top