Im pretty sure that less cavern layers make for less thick crust on average, maybe the embark was at high elevation?
It was on the ocean. The consistently deep flatland embarks and the consistently shallow mountain embarks have got my brain all confuzzled, I'm just going to have to take your word for it.
I love cliffs. Being able to build UP into the mountainside is always fun, as is mining out the ramps to create natural barriers, and removing slopes so that the drops are even more extreme. The more cliffs, the better, I say. I've been having a hard time finding good cliffs lately
My two cents:
-Could use more volcanoes, at least a few of them in the middle of the ocean.
-Needs more biome variety (everything is hills and forests), and the northern areas ain't hot/sandy/tropical enough.
-One of those deserts should be higher up and closer to the center (so as to be in a hot climate). Maybe bigger (Sahara-esque), savage too (no fantasy world is complete without giant scorpions, in my opinion), and with desert volcano(es) just for the heck of it. Bonus points if the sand actually ends up being red.
-The small bay in the east-middle could stand to be cut off from the ocean (making it into its own unique sea).
-Not enough small/medium good+evil regions. I don't see every biome represented :V
Everything else is just fine.
I am in favor of 2 cavern layers, For this reason and also 2 as opposed to 1 for the reason that Girlinhat gave. I'm a fan of flat grasslands as opposed to sheer cliffs.
If lowering the layer number doesn't actually affect the size of the caverns and the depth of the crust, I'm gonna have to vote against it.
Im pretty sure that less cavern layers make for less thick crust on average, maybe the embark was at high elevation?
Eric Blank - looks good, the main thing is to make sure there is enough variety for people. I guess we cant have both flat grassland AND sheer cliffs so we compromise on that. What is peoples opinion on erosion? Do you guys like flat embarks, cliffs or dont really care? (you can make wicked sheer cliffs by setting erosion cycles really high, perfect for that minas tirith replica)
I agree with the huge embark because though building a world full of forts in close proximity sounds good in real life we need a big varied world to accommodate as many peoples tastes as possible so it is fun for everyone.
All fully acknowledged! Now how does more erosion = more sheer cliffs work? Counter intuitive, especially for someone working on their geology degree. Typo, or is DF just wierd like that?
With a large world there is plenty of room for landscape and biome variation. The huge valley in the west should provide plenty of flat ground, and the mountains should provide impressive vistas. There's still plenty in-between on the east half of the world. There will definitely be 200 volcanoes, because everyone wants their own pet magma tube and they shouldn't be in short supply.
Oh, and if you'd like to engineer a little area to embark in;
post a description/small image including a prefered location on the map, and I can at least guarantee you'll get the (very basic) landscape, rainfall/drainage, and savagery you want. Keep in mind that I don't actually know what land area one pixel in Perfect World corresponds to in-game and it won't be horribly accurate will definitely be horrendously innacurate regardless of the effort put into making it. I suggest mentioning what features/biomes you would like to appear in the area, and what side of your embark you'd prefer they be on. rivers and volcanoes are out of our control, but they can be made more likely to occur there through volcanism and rainfall/drainage.
Sadly, it's going to be very difficult to locate your area to embark... Oh well?
Also note that the tropics will be at the north end of the map and the arctic wastes at the south.
- For Spish: I can rearrange temperature variation in the world gen file for it, so we can have 80 to 90 degree tropics and a 0 to -15 degree arctic (glaciers are fun!) The desert-with-lots-of-cliffs would have to be in the northern quarter of the map near the ocean to achieve desired hot temperatures, but I'll make sure it at least shows up and is bone-dry. Can't control what type of soil it is or even what form of desert, as far as I know.
Also, we need a poll for mineral scarcity variance. But because we're too lazy to use a thread poll, why don't we just post and tally the posts?
options:
0. lowest possible number - AHHHH the microcline!
1. 500 Very mineral-rich, probably 5-10 different mineral types on a given embark, including various stones like microcline as well as ores.
2. 750 A good compromise.
3. 1000 Moderately more minerals than the default setting. Fairly likely to see at least 4-5 different mineral types.
4. 2500 Default setting.
5. 5000 Metal would likely end up being insanely rare, but your OCD will be pleased.
Add this to your post:
"Mineral scarcity poll: [option number]"
For my vote; Mineral Scarcity Poll: 2.