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Author Topic: Worldgen to increase certain civilizations?  (Read 4123 times)

Girlinhat

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Worldgen to increase certain civilizations?
« on: April 10, 2012, 08:42:42 pm »

What specific worldgen might I perform, or what potential modding, would encourage more of a specific civ to develop?

I want kobolds...

Corai

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Re: Worldgen to increase certain civilizations?
« Reply #1 on: April 10, 2012, 08:43:42 pm »

Go to raws, increase the startoff amount.


If you change kobolds from say, 100 to 1000, they get 1000 people at the VERY first second of worldgen.
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Girlinhat

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Re: Worldgen to increase certain civilizations?
« Reply #2 on: April 10, 2012, 08:45:31 pm »

That will make my cave-finding much more interesting!

i2amroy

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Re: Worldgen to increase certain civilizations?
« Reply #3 on: April 10, 2012, 08:46:27 pm »

Has the kobold [NO_EAT] problem been fixed yet? If not that will greatly increase the lifespan of your kobolds.
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Corai

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Re: Worldgen to increase certain civilizations?
« Reply #4 on: April 10, 2012, 08:47:22 pm »

Has the kobold [NO_EAT] problem been fixed yet? If not that will greatly increase the lifespan of your kobolds.

It was, he just wants a koboldplosion, like a catsploion, but more cute.
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Girlinhat

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Re: Worldgen to increase certain civilizations?
« Reply #5 on: April 10, 2012, 08:51:15 pm »

*she, but yes.

Now I'm curious, if you were to play as a kobold civilization, and embark upon a kobold camp, would you start with like 200 civilians?  That could be interesting.  Play with a popcap of 0 and play as the kobold's entire civilization!

KodKod

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Re: Worldgen to increase certain civilizations?
« Reply #6 on: April 10, 2012, 08:52:12 pm »

I want kobolds...

Woman, you are obsessed.

Anyway, I haven't tried it myself but I think MAX_STARTING_CIV_NUMBER in the entity raws could be used to force the game to generate more Kobold civilizations than other civs. If you set the TOTAL_CIV_NUMBER in world gen to a decent number, and set all of the MAX_STARTING_CIV_NUMBER for all other civilizations to low numbers... Kobolds galore.

Naturally you'd need enough caves to house them all too, which could be done by increasing the number of caves in world gen too.

Like I said, I haven't tried it, but it might be worth playing with. Le sigh, I'll give it a go now. 
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Ultimuh

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Re: Worldgen to increase certain civilizations?
« Reply #7 on: April 10, 2012, 08:54:03 pm »

Go to raws, increase the startoff amount.


If you change kobolds from say, 100 to 1000, they get 1000 people at the VERY first second of worldgen.


Wait.. you can actually do this? :O

I should have known sooner!
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Corai

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Re: Worldgen to increase certain civilizations?
« Reply #8 on: April 10, 2012, 08:55:09 pm »

I want kobolds...

Woman, you are obsessed.

Anyway, I haven't tried it myself but I think MAX_STARTING_CIV_NUMBER in the entity raws could be used to force the game to generate more Kobold civilizations than other civs. If you set the TOTAL_CIV_NUMBER in world gen to a decent number, and set all of the MAX_STARTING_CIV_NUMBER for all other civilizations to low numbers... Kobolds galore.

Naturally you'd need enough caves to house them all too, which could be done by increasing the number of caves in world gen too.

Like I said, I haven't tried it, but it might be worth playing with. Le sigh, I'll give it a go now.

Wrong, if theres no caves they camp like bandits.


Freeble stop hugging the trees!

*she, but yes.

Now I'm curious, if you were to play as a kobold civilization, and embark upon a kobold camp, would you start with like 200 civilians?  That could be interesting.  Play with a popcap of 0 and play as the kobold's entire civilization!

No, there marked as Friendly.
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KodKod

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Re: Worldgen to increase certain civilizations?
« Reply #9 on: April 10, 2012, 09:00:23 pm »

I want kobolds...
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Girlinhat

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Re: Worldgen to increase certain civilizations?
« Reply #10 on: April 10, 2012, 09:02:00 pm »

Let the kobolding begin!
For summary's sake, what exactly needs to be modded?

Corai

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Re: Worldgen to increase certain civilizations?
« Reply #11 on: April 10, 2012, 09:03:24 pm »

Let the kobolding begin!
For summary's sake, what exactly needs to be modded?

MAX_STARTING_CIV_NUMBER and add [CIV_CONTROLLABLE] to the enity for kobolds civs you want to try. It also helps to give em farming and remove [BONE_CARN] so even more survive.
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KodKod

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Re: Worldgen to increase certain civilizations?
« Reply #12 on: April 10, 2012, 09:06:19 pm »

Let the kobolding begin!
For summary's sake, what exactly needs to be modded?

Open the entity raw and change MAX_STARTING_CIV_NUMBER for every civ except Kobolds to a much lower number. Default large worlds have 40 civs, so if you set MAX_STARTING_CIV_NUMBER for everyone else to 5 you'd end up with 20 Kobold civs, assuming you have enough places for them to be and some don't die out.

Then you can basically control how many kobold civs you get by increasing TOTAL_CIV_NUMBER in the worldgen parameters, since every civ after five of each of the others would be a Kobold civ.

Ignore MAX_STARTING_CIV_NUMBER for aminal peoples though.
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Loud Whispers

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Re: Worldgen to increase certain civilizations?
« Reply #13 on: April 10, 2012, 09:17:53 pm »

You could also make them tolerate every single biome on the world, and make them build their own roads... And towns... And temples... And fortresses...

Girlinhat

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Re: Worldgen to increase certain civilizations?
« Reply #14 on: April 10, 2012, 09:20:06 pm »

Go to raws, increase the startoff amount.


If you change kobolds from say, 100 to 1000, they get 1000 people at the VERY first second of worldgen.
Are you sure?  I don't see any raw flags...
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