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