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
        4 smoothing passes
        Lower percentiles: 0% for sea, swamp, road, river, ford, 21% for desert, semi-desert, steppe, plain, forest, 99% for ice, 90% for mountain, 89% for lake, 20% for salt-marsh.
        Upper percentiles: 90% for lake, desert, semi-desert, steppe, plain, 0% for swamp, road, river, ford, 20% for sea, 100% for ice, 99% for mountain, 89% for forest, 23% for salt-marsh.
    Wet blobs density 2000, size 100, height 100
        2 smoothing passes
        Lower percentiles: 0% by default, 20% for swamp, salt-marsh, steppe, 70% for forest, 30% for plain, 10% for semi-desert.
        Upper percentiles: 100% by default, 0% for road, river, ford, 70% for plain, 30% for steppe, 20% for semi-desert, 10% for desert.
    Terrain around edge is ice.

Rivers: (not attempted)
    Chance to be river source: 0% by default, 5% for steppe, plain, 12% for mountain, 8% for forest.
    No special sink terrain.

Countries: (not attempted)
    7 cells across, at least 50 cells apart, and at most 9999 cells apart
    Minimum terrain in each country: 0 by default, 2 for sea, 1 for lake, mountain, 3 for plain.
    Start with: 0 by default, 1 for base-1, engineer, tank.
    Favored terrain:
        base-1: 0% by default, 100% for plain.
        engineer: 0% by default, 100% for plain.
        tank: 0% for all terrain types.

Independent units: (not attempted)
    Chance of independent base-1: 0% by default, 1% in plain.
    Chance of independent wall: 0.10% by default, 0% in sea, lake, ice, road, river, ford.
    Chance of independent mine: 0.10% by default, 0% in sea, lake, ice, road, river, ford.

Materials: (not attempted)

Names for units: (not attempted)

Names for geographical features: (not attempted)

Roads: (not attempted)
    Chance to run:
    From base-1: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    From base-2: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    From base-3: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    From base-4: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    From base-5: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    From base-6: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    From tower: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    From wall: 0% by default, 80% to base-1, base-2, base-3, base-4, base-5, base-6, tower, wall
        100% chance of spur, if within 5 of road.
        100% chance of road to edge.
    Routing of road from sea: 0 by default, 100 vs steppe, plain.
    Routing of road from lake: 0 by default, 100 vs steppe, plain.
    Routing of road from swamp: 100 by default, 0 vs sea, lake, ice, road, river, ford.
    Routing of road from salt-marsh: 100 by default, 0 vs sea, lake, ice, road, river, ford.
    Routing of road from desert: 100 by default, 0 vs sea, lake, ice, road, river, ford.
    Routing of road from semi-desert: 100 by default, 0 vs sea, lake, ice, road, river, ford.
    Routing of road from steppe: 100 by default, 0 vs sea, lake, ice, road, river, ford.
    Routing of road from plain: 0 by default, 100 vs swamp, salt-marsh, steppe, plain, 40 vs desert, 35 vs semi-desert, 30 vs forest, 20 vs mountain.
    Routing of road from forest: 100 by default, 0 vs sea, lake, ice, road, river, ford.
    Routing of road from mountain: 100 by default, 0 vs sea, lake, ice, road, river, ford.
    Routing of road from ice: 0 by default, 100 vs steppe, plain.
    1%    of edge gets road run to another edge.

Weather: (not attempted)



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