Game Setup
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Synthesis done when setting up this game:
Fractal percentile terrain: (not attempted)
Alt blobs density 10000, size 100, height 500
3 smoothing passes
Lower percentiles: 24% for swamp, desert, plains, forest, 0% for sea, river, road, 97% for ice, 90% for mountains, 20% for shallows.
Upper percentiles: 90% for desert, plains, forest, 20% for sea, 0% for river, road, 100% for ice, 97% for mountains, 30% for swamp, 24% for shallows.
Wet blobs density 2000, size 100, height 100
2 smoothing passes
Lower percentiles: 0% by default, 80% for forest, 50% for swamp, 20% for plains.
Upper percentiles: 100% by default, 0% for river, road, 80% for plains, 20% for desert.
Terrain around edge is ice.
Rivers: (not attempted)
Chance to be river source: 0% by default, 12% for mountains, 8% for forest, 5% for plains.
Sink is shallows.
Countries: (not attempted)
17 cells across, at least 15 cells apart, and at most 20 cells apart
Start with: 1 by default, 0 for wanderer, adventurer, master, diamond-ring, treasure-chest, village, town, castle, city, 5 for orc, 3 for lair.
Favored terrain:
novice: 0% by default, 100% for plains.
goblin: 0% by default, 100% for plains.
skeleton: 0% by default, 100% for plains.
orc: 0% by default, 100% for plains.
elf: 0% by default, 100% for plains, forest.
dwarf: 0% by default, 100% for mountains, 20% for plains.
bugbear: 0% by default, 100% for plains.
troll: 0% by default, 100% for plains.
centaur: 0% by default, 100% for plains, forest.
yeti: 0% by default, 100% for ice, 50% for mountains.
dragon: 0% by default, 100% for plains, mountains.
ant: 0% by default, 100% for plains.
beetle: 0% by default, 100% for plains.
spider: 0% by default, 100% for plains.
scorpion: 0% by default, 100% for desert, plains.
vampire: 0% by default, 100% for plains.
sorceror: 0% by default, 100% for plains.
purple-worm: 0% by default, 100% for plains.
beholder: 0% by default, 100% for plains.
lair: 0% by default, 100% for forest, mountains, 20% for desert, 10% for plains.
Independent units: (not attempted)
Chance of independent diamond-ring: 0% by default, 0.20% in plains, forest.
Chance of independent treasure-chest: 0% by default, 0.20% in plains, forest.
Chance of independent village: 0% by default, 3% in plains, 1% in forest.
Chance of independent town: 0% by default, 1% in plains, 0.50% in forest.
Chance of independent castle: 0% by default, 0.50% in forest, mountains, 1% in plains.
Chance of independent city: 0% by default, 0.10% in plains.
Materials: (not attempted)
Names for units: (not attempted)
Names for geographical features: (not attempted)
Roads: (not attempted)
Chance to run:
50% chance of spur, if within 2 of road.
From town: 0% by default, 5% to city, 2% to town
90% chance of spur, if within 2 of road.
100% chance of road to edge.
From castle: 0% by default, 20% to town, city
90% chance of spur, if within 2 of road.
From city: 0% by default, 100% to city, 80% to town
100% chance of road to edge.
Routing of road from sea: 0 by default, 100 vs plains.
Routing of road from shallows: 0 by default, 100 vs plains.
Routing of road from swamp: 0 by default, 100 vs plains.
Routing of road from desert: 0 by default, 100 vs desert, plains, forest, mountains.
Routing of road from plains: 0 by default, 100 vs plains, 40 vs desert, 30 vs forest, 20 vs mountains.
Routing of road from forest: 0 by default, 100 vs desert, plains, forest, mountains.
Routing of road from mountains: 0 by default, 100 vs desert, plains, forest, mountains.
Routing of road from ice: 0 by default, 100 vs plains.
1% of edge gets road run to another edge.
Weather: (not attempted)
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File produced by Xcscribe for Xconq version 7.5pre (July 2004).