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What map generation algorithm did old Civilization games use?
In a civilization, cells have "dependencies" so that the same roads are "beautiful". Now I'm guessing that I need to make a dependency tree for each texture (they have tiled graphics there). But maybe there is a more correct algorithm for building a landscape?
Description of what I want to do from Wikipedia
“Cleverly” cut the pattern into tiles, providing for transitional tiles between different surfaces and not allowing areas with very different optical density within one tile. Compare SuperTux and WarCraft II in the pictures on the right.
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