Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Generating a world with no civs?  (Read 396 times)

CTZN_NSN

  • Escaped Lunatic
    • View Profile
Generating a world with no civs?
« on: March 14, 2013, 09:28:10 pm »

Recently I saw a post on r/dwarffortress in which someone described a world they had generated while mucking around with worldgen settings in which there was a very high amount of beasts and no civilizations left intact, the only option in adventure mode being to play as a human outsider. Needless to say, the prospect of attempting to survive in a post-apocalyptic, beast-ridden wasteland in adventure mode sounded pretty damn cool... my question is, what parameters can I adjust during worldgen to assure that such a world is created? The original post mentioned number of beasts and natural savagery being set to high, mineral occurrence set to sparse and history set to long or very long, and that's about all I remember. I've tried twice now to generate worlds with these criteria but both times failed to create a world with no civs. How can I make this awesome idea work? Any help would be much appreciated.
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Generating a world with no civs?
« Reply #1 on: March 14, 2013, 10:03:38 pm »

Few civs, maybe?  Did you try posting and asking that guy?  8)

CTZN_NSN

  • Escaped Lunatic
    • View Profile
Re: Generating a world with no civs?
« Reply #2 on: March 14, 2013, 10:15:26 pm »

Few civs, maybe?  Did you try posting and asking that guy?  8)

The thing is I don't remember what exactly the original post was called... trust me, I've looked. And yeah, I've been doing few civs, it just doesn't seem to be working out how I intended.
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: Generating a world with no civs?
« Reply #3 on: March 14, 2013, 10:41:18 pm »

All you have to do is make sure the dwarven civ goes extinct.  It's reasonably easy to do provided you have a small enough  mountainous area.

Here's an example.
Quote
This world, with just a few adjust parameters from the above example, has 10 human civs, 1 dwarven civ, 16 elvish civs, and 17 goblin civs. This world has over 53,000 goblins!

If you randomized that world, or just randomized the history/creature seed, you could probably kill off all the dwarves and get something like what you wanted.  If you didn't want quite so many civs, you could still do it, too.  If you have several goblin civs and only one small dwarven civ, the goblins tend to wipe out the dwarves after a few hundred years.

laularukyrumo

  • Bay Watcher
  • Needs More Socks
    • View Profile
Re: Generating a world with no civs?
« Reply #4 on: March 14, 2013, 11:42:28 pm »

The other solution is to go into worldgen params, make there be like, Maximum Beasts and whatnot, and then set there to be like, two civs. Run worldgen for a long time. Civ should hopefully go extinct.
Logged
Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

zooeyglass

  • Bay Watcher
  • Melbil that!
    • View Profile
Re: Generating a world with no civs?
« Reply #5 on: March 15, 2013, 05:05:05 am »

This sounds like Vanod's adventure, too. http://www.bay12forums.com/smf/index.php?topic=101941.30 There's links to making the island there.
Logged

It is a total pain in the butt, but you gotta do what you gotta do if you want that upright candy weapon.
Your suspicions are nothing more than superstition