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Author Topic: World gen - why would I want a large world?  (Read 1767 times)

vorpal+5

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World gen - why would I want a large world?
« on: June 17, 2011, 04:57:48 am »

... if I can cut by 75% computing time with a medium world? This is not like I'll have too few room to settle, right?

Or are they things can only work well in a large world?

Also, why process the game up to year 1050? This means less beasts. Past year 250, I find civilizations are already set anyway...
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Farmerbob

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Re: World gen - why would I want a large world?
« Reply #1 on: June 17, 2011, 05:00:55 am »

Large worlds mean plenty of places to create new forts, and if you do advnturer mode, you can come back and plunder them for goodies your fort made.  Candy armor and weapons, for instance.

Personally I prefer little tiny worlds myself - but I have never been able to make myself do adventurer mode for more than 5 minutes.
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vorpal+5

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Re: World gen - why would I want a large world?
« Reply #2 on: June 17, 2011, 05:26:30 am »

not mightily relevant though... even a medium world have tons of spots to embark... if I played adventurer mode (and I don't) a medium world would be enough to keep me busy hundreds of hours also.

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kotekzot

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Re: World gen - why would I want a large world?
« Reply #3 on: June 17, 2011, 05:32:32 am »

I really doubt it would. Even on my large world, the commute to the next dragon takes longer than killing it after 10 hours or so.
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celem

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Re: World gen - why would I want a large world?
« Reply #4 on: June 17, 2011, 05:35:43 am »

Yeah this.  Large worlds are nive for having as much variety in fortress sites as possible and for having lots of room for MBs for adventurers to kill.

Neither of these are really problems in a medium world, they work just fine for everything too:)
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Jelle

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Re: World gen - why would I want a large world?
« Reply #5 on: June 17, 2011, 06:23:06 am »

I guess it might be interesting if and when we can make multiple fortresses for one faction, expanding your factions borders all the while all other civilisations fight for supremacy.
Conquering the world is only really fun if it's a big wide one.
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Farmerbob

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Re: World gen - why would I want a large world?
« Reply #6 on: June 17, 2011, 06:55:09 am »

Toady also has mentioned from time to time that we will eventually be able to create military units in dwarf mode, and send them out to attack other civs...

When that happens bigger worlds should be more challenging.

Additionally, when economics are implemented, bigger worlds should have more robust trade.
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askovdk

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Re: World gen - why would I want a large world?
« Reply #7 on: June 17, 2011, 09:00:59 am »

When I create large worlds, then it's to get major rivers. The total rainfall in a small world will rarely be enough for river experiments.
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Montague

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Re: World gen - why would I want a large world?
« Reply #8 on: June 18, 2011, 08:04:18 pm »

Anything you can get in a large world you can get in a small or smaller world if you set the world gen parameters right.

Like, large rivers are easy to do if you up the minimum river starting points to around 200 or more and make the minimum rainfall something like 60.
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Moonshadow101

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Re: World gen - why would I want a large world?
« Reply #9 on: June 18, 2011, 08:49:50 pm »

Large worlds will likely become more meaningful when the world becomes more fleshed out. Right now, there's not a ton of reason to gen one world and keep it through multiple games: it's just as easy to keep genning a new one every time. When civilizations become more active and meaningful, it might make more sense to gen one and stick with it for a while. Once that happens, you'll probably want a bigger one, with more possibilities.
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Nidokoenig

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Re: World gen - why would I want a large world?
« Reply #10 on: June 18, 2011, 09:30:25 pm »

Large worlds are good if you have a variety of modded civilisations, since it can be difficult to fit them all in in a smaller world. I assume you can fit more megabeasts in a larger world, too. I like being able to set a relatively strict set of criteria in the search and then have a large selection of embarks to choose from, it lets me play a bit fast and loose- Everything I want, but it's a Terrifying Tropical Forest? Great, lets see how I deal with skeletal honey badgers and parasprites!.
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MystRunner

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Re: World gen - why would I want a large world?
« Reply #11 on: June 18, 2011, 10:52:08 pm »

I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.
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Drawde

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Re: World gen - why would I want a large world?
« Reply #12 on: June 19, 2011, 03:25:01 am »

As stated a larger world gives more places to embark to.  Which means a better chance of finding one with what you want in it.  Especially if you haven't modded out aquifiers.

Although I haven't tested it, I think it might make it less likely that an invading megabeast has killed someone from your civilization.  I haven't been able to control a tamed dragon for a while (removed exotic tag).  Though I don't know if that's because of smaller worlds or just the way it works now.

It also means more history to make pictures from, either engravings or decorations.
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BigD145

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Re: World gen - why would I want a large world?
« Reply #13 on: June 19, 2011, 01:37:28 pm »

I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.

You could just change the parameters to get those sorts of things all the way down to a tiny map.
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MystRunner

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Re: World gen - why would I want a large world?
« Reply #14 on: June 19, 2011, 02:17:23 pm »

I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.

You could just change the parameters to get those sorts of things all the way down to a tiny map.

I haven't quite gotten the hang of parameters yet. Perfect spots to me are flat volcano's with flux and metal. But those just seem to be so few and far between.
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I don't know what is more impressive, that dwarves can skip salting and curing meat opting for zombiefication, or that the dark art of necromancy has been twisted to the cause of curing meats.

Dwarf Fortress : Crimes Against Nature Simulator.
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