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).