User Tools

Site Tools


magic-sites

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
magic-sites [2021/09/12 08:26]
mythrandil
magic-sites [2022/03/30 21:32] (current)
joste [Links]
Line 1: Line 1:
 ======Magic Sites====== ======Magic Sites======
- 
- 
  
 Magic Sites are present across the map from games start. Most sites are initially hidden, though there are some that are revealed as soon as a province is taken. Sites are revealed by using the "Search for Magic Sites" action of mages or through the use of remote site searching spells (e.g. ??Dark Knowledge??).  Magic Sites are present across the map from games start. Most sites are initially hidden, though there are some that are revealed as soon as a province is taken. Sites are revealed by using the "Search for Magic Sites" action of mages or through the use of remote site searching spells (e.g. ??Dark Knowledge??). 
Line 7: Line 5:
 Most sites provide their owner with [[gems|gem]] income, though they can also provide recruit-able units/commanders, bonuses to [[rituals|ritual spells]], spreading [[disease]], and other effects on a province. Diligent site searching can greatly increase your gem income and let you break into magic paths that your nation may not have. Most sites provide their owner with [[gems|gem]] income, though they can also provide recruit-able units/commanders, bonuses to [[rituals|ritual spells]], spreading [[disease]], and other effects on a province. Diligent site searching can greatly increase your gem income and let you break into magic paths that your nation may not have.
  
-Other than their effects magic sites have a rarity, level, and set of terrains. The rarity controls how likely a site is to spawn, with rarity 0 being the most likely and rarity 2 being the least likely. The level determines how skilled a mage needs to be to find the site. The set of terrains controls where the site can spawn and if the site is unique. Mixed terrains appear to be able to spawn any site available to any of their individual terrain types.+Other than their effects magic sites have a rarity, level, and set of [[terrain]] tags. The rarity controls how likely a site is to spawn, with rarity 0 being the most likely and rarity 2 being the least likely. The level determines how skilled a mage needs to be to find the site. The set of terrains controls where the site can spawn and if the site is unique. Mixed terrains appear to be able to spawn any site available to any of their individual terrain types.
  
 {{ ::misc:magic-site-example.png?nolink&400|}}Some site effects apply even before the site has been discovered. These include: {{ ::misc:magic-site-example.png?nolink&400|}}Some site effects apply even before the site has been discovered. These include:
Line 30: Line 28:
 </WRAP> </WRAP>
 <WRAP box> <WRAP box>
-<WRAP column 40px>\\ {{ :magicpath:path_w.png |}}</WRAP><WRAP column 800px>All terrains may have {{path>W3}} sites except for Deep Seas, which (perhaps ironically) cap at {{path>W2}}. The only {{path>W4}} site is unique, and may be found in any land providence.</WRAP>+<WRAP column 40px>\\ {{ :magicpath:path_w.png |}}</WRAP><WRAP column 800px>All terrains may have {{path>W3}} sites except for Deep Seas, which (perhaps ironically) cap at {{path>W2}}. The only {{path>W4}} site is unique, and may be found in any land provence.</WRAP>
 </WRAP> </WRAP>
 <WRAP box> <WRAP box>
-<WRAP column 40px>\\ {{ :magicpath:path_e.png |}}</WRAP><WRAP column 800px>{{path>E3}} sites may be found everywhere, though underwater there are few possible {{path>E3}} sites. There are two, unique {{path>E4}} sites; one may be found in any non-Cave land providence, while the other may be found in a Cave or Waste.</WRAP>+<WRAP column 40px>\\ {{ :magicpath:path_e.png |}}</WRAP><WRAP column 800px>{{path>E3}} sites may be found everywhere, though underwater there are few possible {{path>E3}} sites. There are two, unique {{path>E4}} sites; one may be found in any non-Cave land provence, while the other may be found in a Cave or Waste.</WRAP>
 </WRAP> </WRAP>
 <WRAP box> <WRAP box>
-<WRAP column 40px>\\ {{ :magicpath:path_s.png |}}</WRAP><WRAP column 800px>Caves and Deep Seas have up to {{path>S3}} sites; there is a relatively common (rarity 0) {{path>S4}} site, the Unfound Door, which may be found in any other terrain except Wastes. There are five unique {{path>S4}} sites; two may be found in a Waste, one in a Mountain, and two in any non-Cave land providence. The only {{path>S6}} (!) site is unique, and may be found in a Forest, Mountain, or Waste.</WRAP>+<WRAP column 40px>\\ {{ :magicpath:path_s.png |}}</WRAP><WRAP column 800px>Caves and Deep Seas have up to {{path>S3}} sites; there is a relatively common (rarity 0) {{path>S4}} site, the Unfound Door, which may be found in any other terrain except Wastes. There are five unique {{path>S4}} sites; two may be found in a Waste, one in a Mountain, and two in any non-Cave land provence. The only {{path>S6}} (!) site is unique, and may be found in a Forest, Mountain, or Waste.</WRAP>
 </WRAP> </WRAP>
 <WRAP box> <WRAP box>
-<WRAP column 40px>\\ {{ :magicpath:path_d.png |}}</WRAP><WRAP column 800px>{{path>D3}} sites may be found in all terrains, except Deep Seas which cap at {{path>D1}}. Several sites spread disease; in the Army Setup menu for a providence (Hotkey: 't'), the Hotkey 'd' will select all diseased troops - a sudden outbreak of disease may indicate a hidden site. There are two unique {{path>D4}} sites; one may be found in a land providence, the other only in a Mountain (this one spreads disease, and so may be detected by an observant player).</WRAP>+<WRAP column 40px>\\ {{ :magicpath:path_d.png |}}</WRAP><WRAP column 800px>{{path>D3}} sites may be found in all terrains, except Deep Seas which cap at {{path>D1}}. Several sites spread disease; in the Army Setup menu for a provence (Hotkey: 't'), the Hotkey 'd' will select all diseased troops - a sudden outbreak of disease may indicate a hidden site. There are two unique {{path>D4}} sites; one may be found in a land provence, the other only in a Mountain (this one spreads disease, and so may be detected by an observant player).</WRAP>
 </WRAP> </WRAP>
 <WRAP box> <WRAP box>
-<WRAP column 40px>\\ {{ :magicpath:path_n.png |}}</WRAP><WRAP column 800px>{{path>N3}} sites may be found everywhere, save Seas and Caves (which cap at {{path>N2}}) and Deep Seas (which cap at {{path>N1}}). Note that an {{path>N1}} site, the Kelp Fortress, may be found in coastal underwater providences and creates a free fort. There are three unique {{path>N4}} sites; one may be found in a Forest, one in a Waste, one in a non-Cave land providence.</WRAP>+<WRAP column 40px>\\ {{ :magicpath:path_n.png |}}</WRAP><WRAP column 800px>{{path>N3}} sites may be found everywhere, save Seas and Caves (which cap at {{path>N2}}) and Deep Seas (which cap at {{path>N1}}). Note that {{path>N1}} site, the Kelp Fortress, may be found in coastal underwater provences and creates a free fort. There are three unique {{path>N4}} sites; one may be found in a Forest, one in a Waste, one in a non-Cave land provence.</WRAP>
 </WRAP> </WRAP>
 <WRAP box> <WRAP box>
-<WRAP column 40px>\\ {{ :magicpath:path_b.png |}}</WRAP><WRAP column 800px>Blood sites are never found underwater. On land, all terrain types may have {{path>B3}} sites, though Caves only have access to a single, rarity 2 (though non-unique) site. There are two unique {{path>B4}} sites; one may be found in any land providence, one may be found in any non-Cave land providence.</WRAP>+<WRAP column 40px>\\ {{ :magicpath:path_b.png |}}</WRAP><WRAP column 800px>Blood sites are never found underwater. On land, all terrain types may have {{path>B3}} sites, though Caves only have access to a single, rarity 2 (though non-unique) site. There are two unique {{path>B4}} sites; one may be found in any land provence, one may be found in any non-Cave land provence.</WRAP>
 </WRAP> </WRAP>
 <WRAP box> <WRAP box>
-<WRAP column 40px>\\ {{ :magicpath:path_h.png |}}</WRAP><WRAP column 800px>There are few Holy sites; all land providences may contain up to {{path>H3}} sites, while underwater providences cap at {{path>H1}} (Deep Seas have access to only one site, at rarity 0). There are two unique {{path>H4}} sites, both of which may be found in non-Cave land providences.</WRAP>+<WRAP column 40px>\\ {{ :magicpath:path_h.png |}}</WRAP><WRAP column 800px>There are few Holy sites; all land provences may contain up to {{path>H3}} sites, while underwater provences cap at {{path>H1}} (Deep Seas have access to only one site, at rarity 0). There are two unique {{path>H4}} sites, both of which may be found in non-Cave land provences.</WRAP>
 </WRAP> </WRAP>
  
Line 209: Line 207:
 =====Site Generation procedure===== =====Site Generation procedure=====
  
 +<WRAP box 400px right>
 + ==== Terrain Modifiers ====
 +<WRAP column 150px rightalign>
 +Manysites \\ Throne \\ Farm \\ Waste \\ Cave \\ Kelp Forest \\ Forest \\ Mountains \\ Highland //and// UW \\ Highland \\ Deep Sea \\ Plains / Sea
 +</WRAP>
 ++25 \\ +20 (stacks with other terrains) \\ -20 (to a minimum of 5) \\ +20 \\ +15 \\ +10 \\ +10 \\ +10 \\ +15 \\ +5 \\ +10 \\ +0
 +</WRAP>
 Based on large numbers of experimental analysis, it has been possible to gain a rough understanding of how magic sites are generated on the map. Each province has a magic site frequency, which is the sum of the global site frequency (determined at game creation) and a terrain specific modifier. Generally (but not all the time), the most positive terrain modifier takes precedence in the case of provinces with multiple terrains. Based on large numbers of experimental analysis, it has been possible to gain a rough understanding of how magic sites are generated on the map. Each province has a magic site frequency, which is the sum of the global site frequency (determined at game creation) and a terrain specific modifier. Generally (but not all the time), the most positive terrain modifier takes precedence in the case of provinces with multiple terrains.
- 
-^ Terrain          ^ Modifier                          ^ 
-| Many Sites flag  | +25                               | 
-| [[Thrones]]      | +20 (stacks with other terrains)  | 
-| Wasteland        | +20                               | 
-| Cave             | +15                               | 
-| Gorge            | +15                               | 
-| Forest           | +10                               | 
-| Kelp Forest      | +10                               | 
-| Mountain         | +10                               | 
-| Deep Sea         | +10                               | 
-| Highland         | +5                                | 
-| Farm             | -20 (to a minimum of 5)           | 
  
 Higher site frequency is associated with more magic sites: For each province, the initial chance to spawn a site is global site frequency + terrain frequency modifier. It repeats this process until it has made 8 rolls, but the chance of each subsequent roll generating a site is 75% of the previous. For example, if a province had an initial chance of 80 to generate a site, the second roll would have a 60% chance, the third 45%, the fourth 33%, the fifth 24%, the sixth 18%, the seventh 13%, and the eighth 9%.Therefore provinces with a high site frequency are almost guaranteed to have a few magic sites, but it grows increasingly uncommon for sites to have four or more. Higher site frequency is associated with more magic sites: For each province, the initial chance to spawn a site is global site frequency + terrain frequency modifier. It repeats this process until it has made 8 rolls, but the chance of each subsequent roll generating a site is 75% of the previous. For example, if a province had an initial chance of 80 to generate a site, the second roll would have a 60% chance, the third 45%, the fourth 33%, the fifth 24%, the sixth 18%, the seventh 13%, and the eighth 9%.Therefore provinces with a high site frequency are almost guaranteed to have a few magic sites, but it grows increasingly uncommon for sites to have four or more.
Line 240: Line 232:
  
 [[http://dominionsmods.com/index.php?showtopic=4028|A more comprehensive guide to Dom5 magic site generation]] by Loggy [[http://dominionsmods.com/index.php?showtopic=4028|A more comprehensive guide to Dom5 magic site generation]] by Loggy
 +
 +{{template>magicindex}}
magic-sites.1631435164.txt.gz ยท Last modified: 2021/09/12 08:26 by mythrandil