Game Setup



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Synthesis done when setting up this game:

Fractal percentile terrain: (not attempted)
    Alt blobs density 1000, size 100, height 1000
        10 smoothing passes
        Lower percentiles: 0% by default, 5% for swamp, woods, clear, 90% for slope, 10% for gully.
        Upper percentiles: 0% for thick-forest, stream, road, 95% for woods, slope, 5% for water, 100% for clear, 15% for gully, 10% for swamp.
    Wet blobs density 100, size 100, height 100
        2 smoothing passes
        Lower percentiles: 0% by default, 90% for woods, 50% for swamp.
        Upper percentiles: 100% by default, 0% for thick-forest, stream, road, 50% for gully.
    Terrain around edge is clear.

Rivers: (not attempted)
    Chance to be river source: 0% by default, 5% for clear.
    No special sink terrain.

Countries: (not attempted)
    11 cells across, at least 25 cells apart, and at most 30 cells apart
    Favored terrain:

Independent units: (not attempted)

Materials: (not attempted)

Names for units: (not attempted)

Names for geographical features: (not attempted)

Roads: (not attempted)
    Chance to run:
    From town: 0% by default, 100% to town
        100% chance of spur, if within 8 of road.
        100% chance of road to edge.
    Routing of road from water: 100 by default, 0 vs water, 20 vs gully.
    Routing of road from swamp: 100 by default, 10 vs water, 20 vs gully.
    Routing of road from gully: 20 by default, 10 vs water.
    Routing of road from woods: 100 by default, 10 vs water, 20 vs gully.
    Routing of road from slope: 100 by default, 10 vs water, 20 vs gully.
    Routing of road from clear: 100 by default, 10 vs water, 20 vs gully.
    4%    of edge gets road run to another edge.

Weather: (not attempted)

2 choices in side library.


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File produced by Xcscribe for Xconq version 7.5pre (July 2004).