Recently I have been playing around a lot with Advanced Parameters. My goal currently is to create world map heavy with Savage, Good, Temperate Broadleaf forests. Ideally I am trying to do this with quite a few minor and regular sized rivers, as opposed to major rivers.
So far results have been pretty decent, with the exception of Temperate Broadleaf Forests. I keep getting tons and tons of Conifers instead, with maybe a Broadleaf here or there. Only thing I can think of is that maybe forest type is linked to the age of the world. Since I am experimenting I am trying not to wait for long histories.
Does anyone know what parameters to play with to increase the percentage of Broadleaf Forests?
It comes down to temperature, rainfall, and drainage.
In a normal worldgen, the temperature, north to south, varies so that you can have glaciers/tundra at one end, and hot/scorching at the other.
However, this can be setup so you get half of your world with temperate broadleaf forests, high savagery (50-100%), and good everywhere, resulting in joyous wilds often, next to mirthful.
The worldgen below will produce 495/1095 regions (45% of the world) with temperate broadleaf forests, high savagery, and good ~everywhere. Adjust as you see fit! If you remove the static seeds, it will produce a variety of worlds with the same 45% temperate broadleaf forests.
Created in DF v0.34.07.
[WORLD_GEN]
[TITLE:SVG_GD_TEMP_BRD]
[SEED:qSOuogKIMQmUmGesAQk8]
[HISTORY_SEED:2GcoSOUACUgSQoeSwkko]
[NAME_SEED:QsSqiWEqyYcgEQEIU4uE]
[CREATURE_SEED:gag482Ggoa8CuMQ6iQ4W]
[DIM:33:33]
[EMBARK_POINTS:2500]
[END_YEAR:250]
[BEAST_END_YEAR:200:99]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:100:400:0:0]
[RAINFALL:100:100:3200:3200]
[TEMPERATURE:75:75:0:0]
[DRAINAGE:100:100:3200:3200]
[VOLCANISM:0:100:0:0]
[SAVAGERY:50:100:3200:3200]
[ELEVATION_FREQUENCY:3:100:0:0:0:10]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:0]
[SEMIMEGABEAST_CAP:0]
[TITAN_NUMBER:0]
[TITAN_ATTACK_TRIGGER:80:10000:100000]
[DEMON_NUMBER:0]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
[REGIONAL_INTERACTION_NUMBER:0]
[DISTURBANCE_INTERACTION_NUMBER:0]
[EVIL_CLOUD_NUMBER:0]
[EVIL_RAIN_NUMBER:0]
[GOOD_SQ_COUNTS:1089:0:1089]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:0]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:500]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:10]
[CAVERN_LAYER_OPENNESS_MAX:15]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:10]
[CAVERN_LAYER_WATER_MAX:15]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:5]
[LEVELS_ABOVE_LAYER_1:40]
[LEVELS_ABOVE_LAYER_2:16]
[LEVELS_ABOVE_LAYER_3:2]
[LEVELS_ABOVE_LAYER_4:2]
[LEVELS_ABOVE_LAYER_5:3]
[LEVELS_AT_BOTTOM:2]
[CAVE_MIN_SIZE:1]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:5]
[TOTAL_CIV_POPULATION:5000]
[SITE_CAP:50]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Typical 4x4 embark in the temperate broadleaf "zone" has ~3500 trees, breaking down thusly:
Wood in trees:
ALDER : 453 Z: 143
OAK : 429 Z: 143
FEATHER : 427 Z: 143
MAPLE : 422 Z: 143
HIGHWOOD : 406 Z: 143
BIRCH : 401 Z: 143
ASH : 392 Z: 143
CHESTNUT : 390 Z: 143
WILLOW : 263 Z: 143