New sites increase the maximum amount of members of the civilization founding the site. existing civilizations can expand to during world generation combined. This affects the maximum number of new sites such as towns, hamlets, forest retreats, etc. At higher numbers (> 40) humans, kobolds and elves are more frequent than dwarves and goblins. The maximum amount of civilizations is affected by the world size. A smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world, but fewer civilizations will reduce history generation time, while larger numbers of civilizations would increase history generation time and make historical events happen much more often. It should be noted that this refers to different kingdoms of the same races. Civilizations are dwarves, humans, goblins, kobolds and elves. This controls the number of distinct civilizations that exist in a world. This can be done through custom world-gen parameters.įor more information on the history aspect of the game, see Legends and Ages. The youngest world possible to generate is 2 years old. Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay. History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). The recommended values for worlds you plan to use for adventure mode are Short or Medium. Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers). Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. The actual length of history generation determines the details of the world the history configuration setting only establishes a maximum year at which generation will stop automatically. (Players might choose to do so if they are trying to reach a certain age, if they want to embark near a tower, or if worldgen has slowed to a crawl, for instance). Note that history generation can be interrupted and the world saved far short of the selected history value. The longer the history, the more historical events will be generated by the time gameplay begins. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. A longer history allows more time for civilizations to grow, attack each other, and starve to death before the player can start playing. "This is the (maximum) length of pre-generated history." The number of years for the currently selected length will be shown in the lower right. Animation of the world and history being developed.
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