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Author Topic: Generated worlds seem to be hard for civilizations to navigate.  (Read 1176 times)

BoogieMan

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Generated worlds seem to be hard for civilizations to navigate.
« on: September 18, 2014, 12:43:58 pm »

I keep generating worlds, no different from how I would in previous versions before the new series of releases and it's common in them all for potential embark sites to have limited neighbor access. Sometimes it'll just be Dwarves (and not on an island or mountain) or just Dwarves/Humans. I can find very few places where you can see Dwarves/Humans/Elves/Goblins. I can do without Elves of course, but I like Human caravans for animals, food variety, and metals to melt. And if there are no nearby Goblins, does that mean no sieges, ambushes, and things like that?

I've tried increasing the number of civilizations, but it doesn't seem to have much effect.
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Girlinhat

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #1 on: September 18, 2014, 01:00:37 pm »

Generate smaller worlds.  I use a minimum size, custom palette world, and I can get an embark site how I want.  I only ever play one embark per world anyways.

BoogieMan

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #2 on: September 18, 2014, 01:02:23 pm »

So far I've used Med Region/Island..
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khearn

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #3 on: September 18, 2014, 01:51:11 pm »

I think Toady One changed the distance that a civ will be considered a neighbor. I think it used to be pretty much if a site from the civ could find a path to you, no matter how far, then the civ was "in range", although distant civs might take a long time before they showed up. But now I think it has to be within 30 embark tiles for it to ever interact with you (and just 10 tiles for necromancer towers). But if a civ starts out more that 30 tiles away and later captures a site within 30 tiles of you, it can then interact with you.

I'm not 100% sure of the details of the above, so I could be wrong. But that's my understanding.

  Keith
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Button

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #4 on: September 18, 2014, 02:21:37 pm »

So far I've used Med Region/Island..

Medium is way too big for fortress mode at the moment. I'd go with a Smaller.

I think Toady One changed the distance that a civ will be considered a neighbor. I think it used to be pretty much if a site from the civ could find a path to you, no matter how far, then the civ was "in range", although distant civs might take a long time before they showed up. But now I think it has to be within 30 embark tiles for it to ever interact with you (and just 10 tiles for necromancer towers). But if a civ starts out more that 30 tiles away and later captures a site within 30 tiles of you, it can then interact with you.

This is my understanding as well.
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khearn

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #5 on: September 18, 2014, 02:29:05 pm »

Medium is way too big for fortress mode at the moment. I'd go with a Smaller.

I do most of my worlds as medium. The last version or two I've had a couple that I have to search a bit to find good embarks with goblins nearby, but I could find them. Most of the time I don't have any problems on medium worlds with fairly standard settings.

   Keith
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Quartz_Mace

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #6 on: September 18, 2014, 04:09:30 pm »

I find medium with 30 civilizations in Advanced Parameters works well. Leaves you with a nice 5 Civs per race at the end of world gen. I also do like hundreds of Titans (which includes Forgotten Beasts), crank up the Vampires, About 30 Werebeast types, hundreds of SemiMegabeasts, and no Bogeymen because they just lead to cheap Adventure deaths. Now, you'll get invaded. I'm also challenging myself to antagonize all civilizations just for more FUN! Oh, plenty of real Megabeasts, too.
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Evrett33

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #7 on: September 18, 2014, 07:30:30 pm »

Any update on improving the world generator a bit and making it more user friendly ? I thought I read there was pole choices being added but I havnt seen mention on it in a while...
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Quartz_Mace

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Re: Generated worlds seem to be hard for civilizations to navigate.
« Reply #8 on: September 18, 2014, 07:34:48 pm »

Like North and South Pole? You can configure that in the parameters, if that's what you meant.
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