Realizing how little incentive I've left for players to actually play this game, I think I'll go ahead and post what I have planned for map generation here. Note that this is a system I'm pretty much making up on the spot, so please go ahead and point out incongruities you find.:
1. Fertility. This primarily determines yields from farms, as well as the overall abundance of life in the area (which can be a bad thing). Determined by a random number 20-100.
-Secret Hidden Fun Stuff is generated by high rolls here.
2. Water:
- New variable: waterAmount
- How much rainfall? Determined by a random number, 0-10. This number is then added to waterAmount.
- River? Determined by random number, 0-10. waterAmount is subtracted from the value before checking. 4 or less generates no river, 5-10 generates a river.
- Aquifer? Determined by random number, 0-10, with waterAmount being subtracted from the value before checking. 4 or less generates no aquifer, 5-10 generates an aquifer.
3. Mineral wealth/Elevation. Determines the overall mineral wealth and hilliness of the area. Hilly areas are more difficult to build in, though will always have more mineral wealth. Determined by a random number 10-100.
-Secret Hidden Fun Stuff is generated by high rolls here.
4. Biome. Determined by a random number, 0-5. 4-5 generates a special hidden biome. Each biome has its own pros and cons, wildlife, difficulties and benefits. (Need help defining benefits for biomes)
- Forest: Plentiful wood, increased chance of possible hidden benefits (herbs, ruins, etc), difficult to explore, dense wildlife.
- Desert: Little surface resources, often difficult to farm, sparse wildlife, relatively easy to explore (if you bring enough water).
- Swamp: Plentiful wood, greatly increased chance of hidden benefits, near-impossible to explore, hostile and dense wildlife.
- Grassland: Average, some wildlife, no changes to hidden benefits, relatively easy to explore.
- Coast? Determined by random number, 0-5. 0-3 is inland, 4-5 is coast.
- Coast provides access to ocean. This is both a good and bad thing.
5. Fun Stuff. Not everything generated here is immediately visible.
- New variable: funBalance
- Every iteration generates a random number, which is discarded at the end. First iteration ignores number. Random number is 0-50 If the number is 0-35, the iteration continues. Otherwise, map generation completes.
- A random number is rolled to determine how good or bad the Fun Stuff is. Random number is 0-100, 0-15 is a game-breaker, 16-40 is negative, 41-60 is neutral, 61-80 is mostly positive with some negative, 81-95 is positive, 96-100 is very positive.
- funBalance is subtracted from the above number.
- The above number is checked, and suitable Fun Stuff is generated.
- The above number minus 50 is added to funBalance.
6. The map is drawn, using these as guidelines for surrounding areas.
PSUEDOEDIT: Huh, didn't expect there to be so much interest... so is that 4 people so far? I think I'll stop recruitment and start generating maps at 6-8 people.