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Author Topic: Material scarcity number in world gen file  (Read 994 times)

Uthric

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Material scarcity number in world gen file
« on: August 31, 2011, 12:19:35 pm »

im trying to find the best number to set it at for having enough mins do do things but not a crap tone of 1 type, so far i gotten eather SO many mins of 1 type its just dumb or i have SO MANY mins its a joke, or all most none at all


so i was wondering what the best number for having a nice selection of mins but not have so many its easy mode?
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Kento

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Re: Material scarcity number in world gen file
« Reply #1 on: August 31, 2011, 01:53:03 pm »

Diversity, but without huge quantities? I have been dealing with the same issue, and my solution was to go with 2500, but try to generate a large dwarven parent civilization that would be able to supply me with a trickle of anything I did not have. It is possible to have a dwarven parent civilization with all 11 standard pure metals at 2500 mineral scarcity, for example.
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Jurph

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Re: Material scarcity number in world gen file
« Reply #2 on: September 01, 2011, 07:29:02 am »

This graph should give you an idea of where to start.  It looks like 1500-1700 is the knee in the curve where you might accidentally get easy mode, or you might still get too few minerals to guarantee flux.  If we knew how many mineral types there are in the game total, and how many you actually cared about, it would be easy to calculate when you have a 95% chance of getting what you want.

So if you choose a setting that gives you M types, and there are N total, your chances of getting iron ore (besides goblinite) are 3M/N.  You can do the probability of getting, say, at least one iron, at least one flux, at least one magma-proof layer stone, and at least copper if not copper and tin together.
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Dreambrother has my original hammer-shaped Great Hall.  Towerweak has taken the idea to the next level.