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Author Topic: Cultural parameters for site generation  (Read 611 times)

IndigoFenix

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Cultural parameters for site generation
« on: June 01, 2017, 12:35:52 am »

Site generation is rather esoteric right now, but I think it's safe to assume that it involves certain hardcoded parameters, right?  Number of houses per space, size of rooms, frequency of tunnel branching, and so on.  I think it would increase the depth of worldbuilding if these parameters could vary from one culture to the next.  Within a particular world, it would be possible to determine which civilization created a particular site based on the way the site was set up.  One dwarf civ might make a lot of little branching corridors and small, personal rooms, for example, while another would prefer one big main hall and a few others branching off of that one.

Of couse, the range of variables could be set in the entity file for that civ.

mate888

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Re: Cultural parameters for site generation
« Reply #1 on: June 04, 2017, 04:25:51 pm »

ptw
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My second turn's unnoficial goal was to turn everyone into vampires, and it backfired so bad, I ended up making the fort a more efficient, safer and friendlier place.
Apparently they evolved a taste for everything I love and care about