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Old August 24th, 2009, 04:24 PM
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Default Re: Generic Map Modding Questions

Quote:
Originally Posted by Stavis_L View Post
Quote:
Originally Posted by Edi View Post
4) The #killfeatures command. The way it works is that when a game is created, random site assignment happens first. Only then is the map file read and any sites scripted to the province are added. #killfeatures wipes out any sites that might have been randomly assigned. So just use that and leave it at that. The province will never have any sites.
Actually, can't the province then acquire a site due to random event? (Gold Mine, Deepest Cave, etc.) It wouldn't start off with any, of course, but it might eventually gain one.
That's true. Can't affect event based sites.


Quote:
Originally Posted by InfStorm View Post
Thanks for the answers, Edi.

Was thinking about a map where empty territories were common, making strategic movement come more into play. Also would make the presence of rare independants (places in areas of various civilization) more interesting and possibly useful. The scales modding site might be useful for helping enforce deserts, glaciers, fertile areas, etc. by adding a site that alters the scale.
You're welcome. The idea of a map with islands of civilization clustered around nations actually appeals to me quite a bit. With fixed starting locations and poptypes made to suit the character of the nations in question in the close provinces, with vast hinterlands in between where all you can find is maybe some sites sounds great. The maps just need a lot more in the way of initial vision than a generic map would.


For the scales, there are already some sites that you can use, Desert increases Heat and Death, no benefits. Rain Forest increases Heat and Growth. Tundra increases Cold. Most of the other scale influencing sites produce some kind of gems.

The rest can be modded, but then the map would also require using the mod at the same time.

For a fun exercise wrt sites affecting scales in a province, try this on for size:
  • The Valley of Shame (increases Turmoil & Sloth)
  • The Draining Stone (increases Death & Drain)
  • Prison of the Desert Sun (increases Heat x2)
  • The Vale of Infinite Horror (increases Misfortune)

Alternatively switch Prison of the Desert Sun for Desert (increases Heat & Death) so there's 1x Heat and 2x Death increase with a lot less gems (0 for Desert vs 5F for Prison of the Desert Sun). Not a province I'd want to live in.

For another fun province you'd want to steer clear of:
  • Hall of Flayed Skins (5% horror mark)
  • Haunted Torture Chamber (5% curse)
  • Leper Fens (10% disease)
  • The Vale of Infinite Horror (increases Misfortune, 1% Horror Mark)
Too bad there isn't any site that increases Death and Misfortune at the same time, it'd fit right in. Switching Leper Fens for Inkpot End would cut gem income by 3 and halve the chance of disease.
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