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Author Topic: Humans take over worldgen, kobolds and goblin civs extinct.  (Read 844 times)

DarthCloakedDwarf

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Humans take over worldgen, kobolds and goblin civs extinct.
« on: April 14, 2010, 04:41:31 pm »

Has anyone else noticed that humans are just a little too hardcore in worldgen? All other civilizations, if they exist at all, occupy only a few areas, while the human civilizations take up 90% of the map.

Is there a way to even things out a bit in worldgen?
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NinjaE8825

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Re: Humans take over worldgen, kobolds and goblin civs extinct.
« Reply #1 on: April 14, 2010, 04:51:35 pm »

What I did was, I set the worldgen to spawn a lot more civs (like ninety) and stop it within a century. Got several of every type of civ.
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Kogan Loloklam

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Re: Humans take over worldgen, kobolds and goblin civs extinct.
« Reply #2 on: April 14, 2010, 07:41:36 pm »

I got humans eliminated from one entire section of my map by making a ton of civs and running the year to 300. Actually, reviewing my world map export, this happened in several areas. A big area of human elimination started with 3 goblin, 2 elf, 1 dwarf, and 1 human civ. The humans were wiped out in 120 by the east Goblins. 130 saw the east elves wiped out by the east goblins. 170-180 resulted in the conquest of the west elves by the dwarves(whom were stationed pretty centrally). 190 saw the dwarven mountainhome conquered by the southern goblins (with the dwarf civ living on in the west elf civ's final retreat location they founded just before their fall, it's other conquered cities and expansions became ruins). So the entire area is a super-goblin zone.
There are 6 ruins in an area that typically occupies a 300 year old expanded unopposed empire.
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Grimlocke

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Re: Humans take over worldgen, kobolds and goblin civs extinct.
« Reply #3 on: April 14, 2010, 08:16:19 pm »

I set my worldgen parameters to have a lot less plains, forrests and other areas humans tend to like. Higher variance prevents single civs from becomming stupidly large, as does some added evil. Humans survive but not in rediculous numbers.

The other civs get by, safe for those stupid elves that keep getting wiped out. They got only a few forrests to live in, and if one of those happens to be evil and the megabeasts just hate the other one then its no elves on that world. Just forrests full of yellow ruins.

Goblins kinda stick to their evil mountains, getting some 6 fortresses in a civ. Though sometimes they settle on some tiny mountain and get stuck there for the whole worldgen. Dwarves do about the same on neutral mountains.

Its just too bad I can only set the region size for evil/good biomes, but still I can usualy get a good world with 500 years of worldgen and some elves desperatelly clinging to life.
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