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  Genesis Map Mod 

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Table Of Contents
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1 - Overview
2 - Usage
3 - Configuration File 
3.1 - Command Reference
3.2 - Examples
4 - Additional Information
5 - Known Issues

1 - Overview
------------

This is a utility for Dominions 2 that takes any given .MAP file and modifies it, under the guidance of a user specified configuration file, to start each nation with a specified number of provinces and castles. The starting location for each nation is chosen at random. Any additional provinces specified are assigned randomly one-by-one such that the new province is always a neighbour to a previously assigned one for that nation. Any additional castles specified are now assigned randomly amongst a nation's provinces excluding the capital. 

2 - Usage
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The usage of this utility revolves around the configuration file: GenMM.CFG. Whenever you want to specify new settings you simply edit that file and run GenMM.EXE to generate a new map. GenMM can be run by just dbl-clicking on it in Windows. It is normal to execute very quickly. Then start Dominions 2, create a new game with the nations you specified in GenMM.CFG, select the map labelled "Genesis Forge Version - ???" where ??? is the name of the original map. Enjoy!

3 - Configuration File
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For the configuration file, I have attempted to follow loosely the syntax that Dominions 2 uses for creating mods. Those familiar with that should have no problem using this. Those unfamiliar will want to read carefully the command reference section and then examine the examples section. By following the template given there you should be using the utility like a pro in no time. Also the GenMM.CFG file provided with the utility is a complete working example so you may use that as a template as well. 

GenMM.CFG is a simple text file that any text editor can modify. You specify all commands by preceding them with a #. Any line that does not contain a # key is ignored. 

3.1 - Command Reference
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SourceMap
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SYNTAX: 

#SourceMap "Path" 

DESCRIPTION:

This command specifies which .MAP file, given by the path, will be used as the source map for this utility to modify. The quotes around the path are required.

ADDITIONAL NOTES: 

For those concerned, there should be NO modification of the original .MAP file though backing it up first would be a good idea.

OutputMap
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SYNTAX:

#OutputMap "Path"

DESCRIPTION:

This command specifies the name of the .MAP file, given by the path, which will be generated by this utility. The quotes around the path are required.

ADDITIONAL NOTES:

If the file specified by the path already exists, it will be overwritten.

Nation
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SYNTAX:

#Nation NationNumber Enabled StartInWater NumberOfProvinces NumberOfCastles

DESCRIPTION:

Each of the 17 nations in the game must have an association #Nation command in the configuration file. The behaviour of the utility is specified by the parameters of these 17 commands. 

The NationNumber is the same as those specified in the modding manual and simply specifies which nation the command pertains to. For reference I have included this list inside the GenMM.CFG file distributed.

Enabled specifies whether the nation will be on the resulting map. A 1 indicates it will be present whereas a 0 indicates it will not.

StartInWater specifies whether the nation will have its capital underwater. A 1 indicates it will be underwater whereas a 0 indicates it will not. Although intended to allow water nations to actually start underwater, it is feasible to force land nations underwater as well or water nations on land. 

NumberOfProvinces specifies just that, the number of provinces that nation will start with. This number includes the capital so specifying 1 will be just as a normal start with one province. 

NumberOfCastles specifies the number of castles a nation will start with. Again this includes the capital. This number should not exceed the NumberOfProvinces.

ADDITIONAL NOTES:

3.2 - Examples
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Example 1
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DESCRIPTION:

In this example the source map is GoodOld.Map and the output map is BrandNew.Map. Only two nations are enabled, nation 6 Arcoscephale and nation 1 Atlantis. Further Acroscephale does not start in the water, has four total provinces, and two total castles. Atlantis does start in the water, has ten total provinces, but only a single castle.

CODE:

#SourceMap "GoodOld.Map" 
#OutputMap "BrandNew.Map"

#Nation 0 0 0 0 0
#Nation 1 1 1 10 1
#Nation 2 0 0 0 0
#Nation 3 0 0 0 0
#Nation 4 0 0 0 0
#Nation 5 0 0 0 0
#Nation 6 1 0 4 2
#Nation 7 0 0 0 0
#Nation 8 0 0 0 0
#Nation 9 0 0 0 0
#Nation 10 0 0 0 0
#Nation 11 0 0 0 0
#Nation 12 0 0 0 0
#Nation 13 0 1 0 0
#Nation 14 0 0 0 0
#Nation 15 0 0 0 0
#Nation 16 0 0 0 0


4 - Additional Information
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The following notes should allow you to get the most out of this utility:

This utility should not be used on a .MAP file that already has special start locations in it. If you wish to use it on that file, remove the special start location commands (#specstart and #owner) from it before running this utility on it. A future version may do this automatically if people feel this feature would be a benefit to them. Let me know.

5 - Known Issues
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At present there are no known issues - though that doesn't mean much necessarily :).

