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Author Topic: a short tutorial on hunting for interesting river terrains  (Read 2235 times)

Salmeuk

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a short tutorial on hunting for interesting river terrains
« on: March 24, 2024, 01:59:22 pm »

lets address the issue with river aesthetics, which is to say, most rivers occlude existing terrain and force flat plains for the surrounding tiles. resulting in river embarks that are mostly uninteresting, 'regular,' experiences, with few of the more exceptional geological formations one can find.

===

to overcome this, become familiar with understanding topology through the world map two functions 'Show elevation' and 'Show cliffs/grade.'

These tool overlays produce certain recognizable artifacts which can be manually hunted down. See as follows, imagining a 2x2 embark in each of the highlighted red circles:

Default embark view:
Spoiler (click to show/hide)

Show elevation:
Spoiler (click to show/hide)

Show cliffs/grade
Spoiler (click to show/hide)

Let's look at some more specific and quirky examples, using these overlays.

Oceanside Mountains:
Spoiler (click to show/hide)

winding river valley full of waterfalls:
Spoiler (click to show/hide)

super low terrain due to a river loopback:
Spoiler (click to show/hide)


So there are two principle takeaways from this:

First, the default view lies to you (it always has) in the way it presents biomes before terrain. Mountains are not 'mountains' but regional intersections of temperature, humidity, elevation. . thus you need to see past these biomes to truly perceive what literal shape your embark will take.

Second, you should be prioritizing your hunt for quirks in the generation. Places where too many features occur for it to all generate 'correctly,' thus producing oddities like cliffs next to oceans, or lakes that fall out of the sky. These are super fun and most people don't even know they can be actively, even easily, discovered.


if you simply want a world with a lot of small, winding rivers that intersect terrain frequently, with potential for bridge building / super tall towers, check this worldgen 'Varied Heights 500yrs'.

Spoiler (click to show/hide)

there are various other changes but the big ones are the super low erosion cycle count of 40, and 5000 possible subregions. you will not find super large rivers on this world, however, you will find oceans that act like rivers haha. .  'fjords' is perhaps a better term.
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Garfunkel

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Re: a short tutorial on hunting for interesting river terrains
« Reply #1 on: March 31, 2024, 06:35:16 am »

Good information, thanks. I've been looking for this kind of stuff - I want to make an epic bridge-castle-tower-fort and this should help!
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