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Editing v0.34:Advanced world generation

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{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}}
 
{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}}
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{{old}}
  
 
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''
 
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''
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Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values.
 
Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values.
  
Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.
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Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of "true" random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert back to all seeds being random using {{K|S}}.
  
 
== Generating a world ==
 
== Generating a world ==
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=== Site cap after civ creation ===
 
=== Site cap after civ creation ===
  
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  
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This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  
  
 
Note that '''this parameter controls only "civilization" sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.
 
Note that '''this parameter controls only "civilization" sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.
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These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.
 
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.
  
[[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower than the gradient could be from "cold" to "colder" rather than "cold" to "warm" for example. Dwarf Fortress automatically applies temperature variations for latitude and elevation.
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[[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower then the gradient could be from "cold" to "colder" rather than "cold" to "warm" for example. Dwarf Fortress automatically applies temperature variations for latitude and elevation.
  
 
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The "base" temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded.
 
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The "base" temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded.
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Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.
 
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.
  
The options "Very Rare", "Rare", "Sparse", "Frequent", and "Everywhere" in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.
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The options Very Rare, Rare, Sparse, Frequent and Everywhere in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.
  
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:
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According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra on v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:
  
 
[[File:MineralSetting_v25_limit10k.png]]
 
[[File:MineralSetting_v25_limit10k.png]]
  
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).
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This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter. Although most of the detailed information comes from experiments on previous versions.  
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|}
 
|}
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.
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<small>'''Note: as of DF2012 low mineral scarcity settings do not cause rejections.'''</small>
  
 
=== Max Megabeasts Caves ===
 
=== Max Megabeasts Caves ===
  
This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>]. Keep in mind that megabeasts will attack and destroy settlements during world history, so many of them may cause civilizations to be wiped out entirely.
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This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>].  
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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=== Do Orographic Precipitation and Rain Shadows ===
 
=== Do Orographic Precipitation and Rain Shadows ===
  
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.
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Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of mix-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.
  
 
This should be disabled if you're importing a map or using a preset map file that has weather.  
 
This should be disabled if you're importing a map or using a preset map file that has weather.  
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=== Maximum Number of Subregions ===
 
=== Maximum Number of Subregions ===
  
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.
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This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc when there's more than one biome on the embark location) that are allowed to exist on the entire map.
  
 
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.
 
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.
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Increasing the value of this tag is often a must when generating "patchwork" worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.
 
Increasing the value of this tag is often a must when generating "patchwork" worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.
  
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.
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It is also interesting to note that the maximum subregions is 5000 which is more then the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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'''Warnings:'''
 
'''Warnings:'''
 
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)
 
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)
*Setting this property lower than the default of 3 will make it impossible to find certain [[Demonic_fortress|Fun features]] ([http://www.bay12forums.com/smf/index.php?topic=111527.0 Source])
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*Setting this property lower then the default of 3 will make it impossible to find certain [[Demonic_fortress|Fun features]] ([http://www.bay12forums.com/smf/index.php?topic=111527.0 Source])
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.  
 
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.  
  
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.
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These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc, don't allow enough of those squares to get generated.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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:''Main article [[World rejection]]''
 
:''Main article [[World rejection]]''
  
If you are having the common problem of your generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.
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If you are having the common problem of your generated worlds always being rejected by the world generator, see [[World_rejection#Solving_World_Rejection_Problems|Solving World Rejection Problems]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.
  
 
== Default Worldgen Parameters ==
 
== Default Worldgen Parameters ==

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