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magic-sites [2021/09/24 17:53] naaira |
magic-sites [2022/03/30 21:32] (current) joste [Links] |
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<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> |
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<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> |
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<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> |
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<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> |
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<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 a {{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> |
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<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> |
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<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> |
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=====Site Generation procedure===== | =====Site Generation procedure===== |
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| ==== Terrain Modifiers ==== |
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| Manysites \\ Throne \\ Farm \\ Waste \\ Cave \\ Kelp Forest \\ Forest \\ Mountains \\ Highland //and// UW \\ Highland \\ Deep Sea \\ Plains / Sea |
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| +25 \\ +20 (stacks with other terrains) \\ -20 (to a minimum of 5) \\ +20 \\ +15 \\ +10 \\ +10 \\ +10 \\ +15 \\ +5 \\ +10 \\ +0 |
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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. |
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^ 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) | | |
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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. |
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[[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 |
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