Note that this setting is closely tied to the savagery squares settings. Humans and Dwarves will not settle in savage areas. Minimum Savagery/Maximum Savagery ĭefines the minimum and maximum savagery per tile. For the Elevation Weighted Ranges parameters, 100 means "100% of the maximum possible elevation", 40 mean "40% of the maximum possible elevation", and so on. Note on elevation: The values the game uses for elevation don't actually stop at 100, but rather 400. The value used for each range is not a percentage, but a relative weight: you add up all the values for a particular quality and then divide that sum into each individual value to get a percentage. For example, with the weighted temperature ranges, you could choose for 50% 0-20 and 50% 80-100, to have a world made up entirely of freezing tundra/ glaciers and burning deserts, or you could set it to 100% 40-60, to have the entire world be temperate. The weighted ranges parameters let you decide how common or rare different range of these value will be, with the five available ranges being 0-20, 20-40, 40-60, 60-80, and 80-100. If you set both the X and Y variance for something (say elevation) to 0, then a single elevation will be randomly picked and applied to the entire world, resulting in one vast plain or ocean.Įlevation, rainfall, temperature, drainage, volcanism, and savagery can vary from 0 to 100 (with a later noted exception for elevation). Setting a Y variance to 0 will do the same, but for north-south strips. Setting an X variance to 0 will cause the elevation/rainfall/etc to be exactly the same for any world-spanning west-east strip of the world. ( NOTE: Increasing variance increases the number of subregions generated, so you'll likely need to increase the Maximum Number of Subregions parameter to prevent too many (or all) worlds from being rejected, or reduce the world size if the maximum of 5,000 subregions is reached). Setting all of these to their maximum value (1600) will make it more likely that lots of different biomes will fit into a single fortress site. High values will cause the things to change quickly over short distances, while small values means that it will take some distance for these to change. The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south). Same as above but used to determine the randomly selected name used by the program. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. Another place to find parameter sets is the Worldgen cookbook thread on the official forums. You can copy and paste other player's sets of parameters into your world_gen.txt to use their parameter sets, and some are provided at Pregenerated worlds. Parameter sets are stored in world_gen.txt in the \data\init folder, using world tokens. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world. To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. 2 Influencing Non-parameterized Features.1.3.5 Cull Unimportant Historical Figures.1.3.4 Year to Begin Checking Megabeast Percentage.1.3.3 Percentage Beasts Dead for Stoppage.1.3.2 Population Cap after Civ Creation.1.2.4 Minimum Volcanism/Maximum Volcanism. 1.2.3 Minimum Savagery/Maximum Savagery.
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