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Site Generation

Site #loc types

flag inspector name actual check
1 plains None of the following set: sea, highland, swamp, waste, forest, cave, mountains
2 forest forest, not sea
4 mountain Either mountains or highland, not sea
8 waste waste (can be sea)
32 sea requires sea
64 coast coast (no other terrain type specified)
128 swamp swamp, not sea
256 deep sea deep sea
512 cave cave (can be sea)
1024 n/a not EA
2048 n/a not MA
4096 n/a not LA
16384 unique unique
32768 n/a generates in caves only, regardless of other parameters - could be used to target coastal caves only
65536 n/a sea, not forest
131072 n/a sea, not deep sea

Terrain local modifiers (in the order they are checked in)

terrain mod
manysites +25
throne +20 (stacks with other terrains)
farm -20 (to a minimum of 5)
waste +20
cave +15
kelp forest +10
forest +10
mountains + 10
highland and UW +15
highland +5
deep sea +10

First, generate sites according the the site flags on the terrain (these are 2^(13 + path id)). If multiple are set, lower ID paths will take precedence. For generation with this method, there is a 5% chance that the site is rarity 2, a (19/80) probability of it being rarity 1, otherwise it is rarity 0. If none of these terrain flags are set, skip this step, otherwise make 100 attempts to generate a site, stopping after one is successful.

Then move onto normal generation, which is 8 rolls of the following:

  • Generate a random number between 0 and 99. If this is less than local site frequency, generate a site:
    1. 75% chance to be rarity 0.
    2. 1/40 to be rarity 2.
    3. Otherwise (9/40) to be rarity 1.
  1. Regardless of whether or not a site generated, multiply local site frequency by (75/100) and round down, then go back to the start of this list

I now see why I didn't get the exact mechanics on the data analysis method. The rarity distribution was spot on, though.

user/loggy/sitegeneration.1616431037.txt.gz · Last modified: 2021/03/22 16:37 by loggy