Map Generator- Please Critique!

I have shown you the complete flow of execution. The only thing missing is the Vector Field Generator which is self contained, and some stuff for my execution counting print string. Also, I have some ClearArrays right before my Biome Generators because I was seeing some odd tile placements even though the arrays were empty.

Vector Field Generator(Self Contained) to Sequence
> Sequence 1 >
Biome Generators(Self Contained)
> Sequence 2 >
Vector Retriever(Executes Biome Locators, Boolean Setter, and Biome Placer for each tile in the map)
Climate Boolean Setter sets climate booleans.
Climate Branch Macros only allow loops through if the tile is to be placed in their Climate Band.
Biome Locators, 1 per tile type.
Biome Placer places a tile at the end of the loop.

My order of thought is generally: water, landmass, coasts, underwater terrain, mountains, hills, plains, rivers, vegetation, resources.

I think I need to see an example of this before I full understand how that is supposed to look/work.

Again, I think I am going to need some kind of example for how this works.

What I think I get:

Tile stores Enum_Tropical; // 5, it’s vector, and the vector of it’s neighbors(perhaps ordered starting at 12 o’clock and moving clockwise).

I would simply add blank tiles to my Vector Field Generator so it can lay down the tiles and apply this information to them.

Then, when I Generate Biome Seeds, and locate them, I can use the information already in the tiles as a reference.

What I am not sure about:

How to store and also retrieve that information in an instanced static mesh? Especially the Enum.

I use Civ 5 as a general guidepost since I spent a good deal of time modding it and it generally has the minimum of what I want to accomplish, at least in terms of map generation. Civ 5’s map generator has been criticized as too random though, so obviously if I can improve upon the generation that would be a plus.

One idea I have involving my biome generator, is to figure out a way to randomly place tectonic lines throughout the globe, and have water/land seeds generate on either side of the lines. The really complicated stuff will come much later though.

This would follow along with my idea for tectonics.

Actually, Civ 5 isn’t my favorite Civ game. That would be Call to Power, and CtP had underwater cities, underwater ridge lines, volcanos, etc. I don’t want that much terrain down there, but more than simple Coast/Ocean for sure.

I definitely want rivers to flow from mountains to the ocean. Also, rivers that like to feed into each other as they travel that distance.

My general idea is to generate the landmass with it’s mountains, hills, and plains, and use those heights to guide the river as it’s starting point is in the mountains and it’s ending point is in the ocean. Then, other rivers do the same thing until they hit another river and they merge. I might have 1-2 major rivers that traverse the continent and then all other rivers feed into it from the mountains.

I definitely appreciate it. The main reason I am doing what I am doing is because I am learning from scratch. So I will generally stick with something I have figured out and try and make it better and better so I retain the knowledge and really understand what I am doing. If I jump around too much I could forget how I have done what I have done, especially on the math side.

Everything is modular enough that I could just switch out one chunk for something better and the rest of the blueprint could stay the same until it’s upgrade comes. For instance, the Vector Field Generator could easily place the blank tiles and fill them with information while still keeping the generator intact. Then I can upgrade the rest to look to the new system.