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Author Topic: Perfect civilization gen  (Read 1355 times)

123nick

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Perfect civilization gen
« on: April 15, 2016, 03:06:26 pm »

hey im playing with masterwork and with the old 34 version, but what i ask should still be a bit relevant. what ive been doing is regenning world after world for a gnome civilization with drakes, rope reeds, and strawberries. this should still apply too vanilla dwarf fortress, in some ways, but is there a way too have certain animals or pets or resources gauranteed available at the embark screen? in version 34?

edit: i just had a lucky world gen with all i wanted, but ill still keep this question here if i ever decide too switch too another MWDF race, with different needs.
« Last Edit: April 15, 2016, 03:25:09 pm by 123nick »
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Goatmaan

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Re: Perfect civilization gen
« Reply #1 on: April 16, 2016, 07:31:22 am »

Might want to ask in the worldgen cookbook thread or masterwork forum.

   Goatmaan
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Dunamisdeos

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Re: Perfect civilization gen
« Reply #2 on: April 16, 2016, 04:37:29 pm »

Also if you got a rare gen of some kind make sure to post it in said worldgen thread.
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King Kitteh

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Re: Perfect civilization gen
« Reply #3 on: April 16, 2016, 07:07:18 pm »

If you really want a civilization to have a certain plant or animal, try changing the specific plant's or animal's biome settings so that they appear everywhere.

Changing [BIOME:whatever] to [BIOME:ANY_LAND] should work. Note that this will probably give the same plant/animal to all other civz, also the plant will appear in places it wouldn't usually be (namely anywhere).


This should work under my assumption that the civilization simply can't access those animals. I don't play Masterwork so I'm not sure if that changes anything.
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Corona688

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Re: Perfect civilization gen
« Reply #4 on: May 01, 2016, 06:19:14 pm »

I think the way to guarantee an animal is available as a common domestic animal in civillizations is to the COMMON and DOMESTIC flags.  That's how everyone gets chickens even though chickens are native to the jungle, etc.
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