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=== Desired Good/Evil Square Counts ===
 
=== Desired Good/Evil Square Counts ===
  
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).
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These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately. (all tiles in the same subregion share the same [[Surroundings|surroundings]] values.)
  
 
As used here, a "subregion" is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under "Regions".  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.
 
As used here, a "subregion" is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under "Regions".  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.
  
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations. In particular, if you have something like a case where only 3 large regions exist in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil."
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The counts used here will always be restricted to regions of the given size no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations.
  
Note that the "evilness" of evil biomes is also impacted by savagery.  Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.
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In particular, if you have something like a case where only 3 large regions exist in a world, and you request "1 evil square" in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means "force at least one region of this size to be all good/evil."
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 +
Note that the "evilness" of evil biomes is also impacted by savagery.  Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of an early extinction of many civilizations.
  
 
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