![]() Maximum Volcanism: As above, but the maximum. This value sets the minimum level of this. Minimum Volcanism: Seems to be regional information indicating where you can find magma. This is used to create biome information.ĭrainage X-Variance: As rainfall variance, but for ground drainage.ĭrainage Y-Variance: As rainfall variance, but for ground drainage. Maximum Drainage: Maximum amount of ground drainage for water. ![]() High drainage will create forests and deserts. Areas with low drainage will tend to form marshlands and lakes. Drainage determines how much rainfall the ground can absorb. This is used to create biome information. Minimum Drainage: Minimum amount of ground drainage for water. Temperature X-Variance: As rainfall variance, but with the variability of temperature regions. Maximum Temperature: The maximum (possible?) such temperature. It's entirely possible that the map generator selects one of its "polar" latitudes and sets it to be the extreme temperature, then sets the other to be the opposite, then proceeds from there. Minimum Temperature: Again, the minimum (possible?) temperature that may be reached. Rainfall Y-Variance: Similar to above but in the other direction. Rainfall X-Variance: Like elevation variance, this determines how variable the rainfall levels are as you travel East/West. Maximum Rainfall: Same as above but the highest (possible?) value. Areas with high rainfall tend to turn into either forest or marsh, depending on drainage. I don't know if it's guaranteed that this value will exist somewhere in the world. Minimum Rainfall: Sets the minimum (possible?) rainfall value in the world. If the parameter is high, then there will be a great deal of noise in elevation as you move east-west.Įlevation Y-Variance: Same as above, but in the Y-direction. The higher elevations are used to determine mountains and hills.Įlevation X-Variance: This parameter controls how much variability there is in elevation across the X-axis. ![]() Maximum Elevation: The maximum elevation in tiles. Someone should try to find out exactly what that altitude is. It would seem that only elevations of a low enough altitude are allowed to be ocean tiles. Minimum Elevation: The minimum elevation in some hard scale. Reveal All Historical Events: Allows you to see everything in the Legends screen. Once this year rolls around it starts checking to see what percentage has died so that the generator can see when to stop world creation due to this factor.Ĭull Unimportant Historical Figures: Not sure how this works Year to Begin Checking Megabeast Percentage: The percentage referred to is the parameter above. If you play using mods that make megabeasts more prevalent, you run the risk of them totally wiping out civilization. Percentage Beasts Dead for Stoppage: Once this percentage of megabeasts are dead, the world-gen stops and you can start playing. ![]() Population Cap After Civ Creation: Maximum number of civilized creatures in the entire world. I assume that if other conditions aren't met, the world-gen will stop at this time. Random Seeds: the specific list of random numbers used, as usual, but this time you can separate seeds for different aspects of world-gen.Įnd Year: I haven't gotten to an end year. I will color code them as I figure out which is which. There are three types of criteria: History criteria which affect the way history is done after world-gen, Rejection criteria that are used to reject maps that don't conform to them, and Creation criteria which affect the way the map is initially made before rejections happen. Of course, maybe everyone else just knows how these things work, in which case you should tell me Well, I think we should work out what all these parameters are and how they're used. ![]()
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