Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Lack of human towns in world gen  (Read 1751 times)

JohnieRWilkins

  • Bay Watcher
  • @_@?
    • View Profile
Lack of human towns in world gen
« on: July 22, 2014, 08:36:58 pm »

Has anyone figured out what params to use to have more and larger human sites? The worlds I generate have human site percentage of only around 20% and are mostly city states.
Logged
- But honestly, if you think
If we could miniaturize things, we would have everybody wielding drawbridges and utterly atomizing

Defacto

  • Bay Watcher
    • View Profile
Re: Lack of human towns in world gen
« Reply #1 on: July 23, 2014, 04:38:21 pm »

Just recently I had a city consisting only of a keep, a marketplace and a temple. No residences, no taverns, no stores.
I'm not sure what is causing this.
Logged

cephalo

  • Bay Watcher
    • View Profile
Re: Lack of human towns in world gen
« Reply #2 on: July 23, 2014, 09:03:54 pm »

You want to have a lot of neutral grasslands for humans to expand into. There are rejection parameters in the advanced world gen options that you can set to ensure this, or you can use PerfectWordDF (see sig) which might be a little easier if you are willing to learn how it works.
Logged
PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar