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Author Topic: 34.07 WorldGen  (Read 835 times)

Chaine Maile

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34.07 WorldGen
« on: May 03, 2012, 11:44:03 am »

Recently I have been playing around a lot with Advanced Parameters. My goal currently is to create world map heavy with Savage, Good, Temperate Broadleaf forests. Ideally I am trying to do this with quite a few minor and regular sized rivers, as opposed to major rivers.

So far results have been pretty decent, with the exception of Temperate Broadleaf Forests. I keep getting tons and tons of Conifers instead, with maybe a Broadleaf here or there. Only thing I can think of is that maybe forest type is linked to the age of the world. Since I am experimenting I am trying not to wait for long histories.

Does anyone know what parameters to play with to increase the percentage of Broadleaf Forests?
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medikohl

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Re: 34.07 WorldGen
« Reply #1 on: May 03, 2012, 12:08:54 pm »

open the world gen file


data\init\world_gen.txt


copy the following to the end.

this ought to give you the forests you want.


Code: [Select]
[WORLD_GEN]
[TITLE:SOMETHING BIG]
[DIM:129:129]
[EMBARK_POINTS:1388]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:5:9:20:30:20:20]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:5:5:40:30:20]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:100]
[MEGABEAST_CAP:120]
[SEMIMEGABEAST_CAP:120]
[TITAN_NUMBER:16]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:1]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:1]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GOOD_SQ_COUNTS:25:251:100]
[EVIL_SQ_COUNTS:25:251:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:80]
[REGION_COUNTS:SWAMP:400:2:2]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:500:3:3]
[REGION_COUNTS:MOUNTAINS:1000:2:2]
[REGION_COUNTS:OCEAN:500:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:1000:3:3]
[REGION_COUNTS:HILLS:1000:3:3]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:75]
[NON_MOUNTAIN_CAVE_MIN:75]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:11:11:11]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]

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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

medikohl

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Re: 34.07 WorldGen
« Reply #2 on: May 03, 2012, 12:10:12 pm »

you'll end up rejecting about 30-100 maps before you get one that sticks.
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

medikohl

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Re: 34.07 WorldGen
« Reply #3 on: May 03, 2012, 12:12:54 pm »

you will have to alter the good and savagery settings to your liking.

good luck.
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

vjek

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Re: 34.07 WorldGen
« Reply #4 on: May 03, 2012, 12:36:41 pm »

Recently I have been playing around a lot with Advanced Parameters. My goal currently is to create world map heavy with Savage, Good, Temperate Broadleaf forests. Ideally I am trying to do this with quite a few minor and regular sized rivers, as opposed to major rivers.

So far results have been pretty decent, with the exception of Temperate Broadleaf Forests. I keep getting tons and tons of Conifers instead, with maybe a Broadleaf here or there. Only thing I can think of is that maybe forest type is linked to the age of the world. Since I am experimenting I am trying not to wait for long histories.

Does anyone know what parameters to play with to increase the percentage of Broadleaf Forests?

It comes down to temperature, rainfall, and drainage.
In a normal worldgen, the temperature, north to south, varies so that you can have glaciers/tundra at one end, and hot/scorching at the other.
However, this can be setup so you get half of your world with temperate broadleaf forests, high savagery (50-100%), and good everywhere, resulting in joyous wilds often, next to mirthful.

The worldgen below will produce 495/1095 regions (45% of the world) with temperate broadleaf forests, high savagery, and good ~everywhere.  Adjust as you see fit!  If you remove the static seeds, it will produce a variety of worlds with the same 45% temperate broadleaf forests.
Spoiler (click to show/hide)
Typical 4x4 embark in the temperate broadleaf "zone" has ~3500 trees, breaking down thusly:
Wood in trees:
                    ALDER :       453 Z: 143
                      OAK :       429 Z: 143
                  FEATHER :       427 Z: 143
                    MAPLE :       422 Z: 143
                 HIGHWOOD :       406 Z: 143
                    BIRCH :       401 Z: 143
                      ASH :       392 Z: 143
                 CHESTNUT :       390 Z: 143
                   WILLOW :       263 Z: 143
« Last Edit: May 03, 2012, 12:42:16 pm by vjek »
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medikohl

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Re: 34.07 WorldGen
« Reply #5 on: May 03, 2012, 12:52:56 pm »

I think elevation has a bit of a role to play as well, my gen cuts the amount of mountains down to about a quarter of what you normally see.
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

vjek

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Re: 34.07 WorldGen
« Reply #6 on: May 03, 2012, 01:12:43 pm »

A little more experimentation...

You can get that 45% temperate broadleaf forests up to 75% of the total world by changing

 [TEMPERATURE:75:75:0:0]

to

 [TEMPERATURE:200:200:0:0]

in worldgen.   8)  However, in many/some of the "scorching" hot biomes in such a world... all creatures die shortly after embark due to their fat melting off their bodies.  :o  So, yeah, there are limits!  Something in between 75 and 200 would likely be your workable range.