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Author Topic: what do REGIONAL_INTERACTION_NUMBER and DISTURBANCE_INTERACTION_NUMBER do?  (Read 744 times)

sayke

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i'm messing around with the advanced world generation, and most of it makes sense, but i can't find any real documentation on these numbers. i suspect and hope they have something to do with determining the number of wars between civs, because i would like to reduce those, but i'm not sure. anybody know what's up with these params?
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Nihilist

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Regional_interaction are for things like the dead rising in evil area, and disturbance_interactions are for tomb disturbance curses, mummies and such.
The number sets how many effects are generated.
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sayke

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ahhhhh ok! thank you =) so would you have any advice on how to reduce the number of wars occuring during worldgen? i want to make sure all civs are represented, and initially at peace with my dwarves, but i'm not sure what the best way to do that is. any advice?
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Loud Whispers

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Make the starting civ number low and the map large, so civs don't come into conflict with each other until much later in the world?

Psieye

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ahhhhh ok! thank you =) so would you have any advice on how to reduce the number of wars occuring during worldgen? i want to make sure all civs are represented, and initially at peace with my dwarves, but i'm not sure what the best way to do that is. any advice?

First, this:
Make the starting civ number low and the map large, so civs don't come into conflict with each other until much later in the world?

Then, make worldgen short. To really guarantee it? Make everyone's ethics the same, but that's probably going too far.
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sayke

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thank you very much! i'll give that a bash... i also want everybody to be on the same landmass, so we can trade, but i don't mind having some oceans along the edges... i just don't want lots of disconnected islands. so presumably i should set:

[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:3]

that should give me one big landmass connected only to the top or bottom of the map, right?
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NedeN

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thank you very much! i'll give that a bash... i also want everybody to be on the same landmass, so we can trade, but i don't mind having some oceans along the edges... i just don't want lots of disconnected islands. so presumably i should set:

[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:3]

that should give me one big landmass connected only to the top or bottom of the map, right?

Actually setting those params to 0 will cause worldgen to NOT reject maps due to quantity of oceans. Only way I know of determining whether or not a body of water is formed is by messing with the mountains, such as elevation mesh size and weighted ranges. So the less elevation in a given area, higher chance of water. http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation#Minimum_Partial_Edge_Oceans
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