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Fertile Plains =Introduction= The RMG is in Title/AoW_LevelGenerator.rpk
This .rpk contains only a "Settings" tab.
The following sections describe the Category and Entries of each category.

The RMG has three different generation methods for the surface, one for each map type (Continent, Land, Island) but only one generation method for the Underground.

VocabularyEdit

  • Cost: in general, the RMG will put elements in areas where their costs is higher (e.g. Water over other areas for Rivers if the Water Cost is higher). To confirm. Cost reportedly (to confirm) affects the hex of initial placement.
    • -1: disables placement on that type of hex, same as putting that terrain in blocked.
  • Map factor: a factor depending on the size of the map. The values are approximately (based on empirical observations):
    • Small = 0.5
    • Medium = 1
    • Large = 2
    • Extra Large = 4
  • Overlay = Fertile Plain, Barren, etc.
  • Theme = climate (Artic, Subterranean, Temperate, etc.)

Generation SettingsEdit

Line 1: Global SettingsEdit

Parameter name Parameter value Help text from devs Comment
Max Potential City Domain Radius 6 The maximum potential domain radius for a city domain (does NOT affect dwellings since dwellings have fixed domain size).
Overlay Proportion City Initial Domain 0.3 The proportion [0, 1] of liked overlay within a cities' initial domain.
Overlay Proportion City Potential Domain 0.3 The proportion [0, 1] of liked overlay within a cities' potential domain.

Line 12: Continent (Zones)Edit

Most of this line describes the default settings of the map that the user can change in the map settings. The only really interesting content is at the bottom: the 3 passes for the Zones generation.

Parameter name Parameter value Help text from devs Comment
* Compatibility Setting (THexLGSettingCompatibilityObject) Settings used for level generation compatibility.
** DLC Settings (THexLGDLCObject) Settings used for DLC compatibility.
*** Override ID 0 ID used for creating relations between objects of the same resource type. The priority ID will only affect the objects with the same override ID.
*** Priority ID 0 ID used for prioritizing same resource types with same sort ID between different DLC packs. The resource with the highest priority value takes the priority.
** Setting Type Zones The setting group this resource belongs to. Possible values: Invalid, Structure, Terrain, Zones
** Compatibility Settings (THexLGProfileSettings) The settings that are used for compatibility checking.
*** Display Name (empty) Name of the map settings to display (profile name).
*** Player Slots
**** Category (none) Link to player slot settings.
**** Resource (none) Link to player slot settings. Possible values between "Player Slots - 2" to "Player Slots - 8". Define to which map settings (set by users in RMG settings) this generation method is linked.
*** Map Size
**** Category (none) Link to map size settings.
**** Resource (none) Link to map size settings. Possible values: "Map Size - Extra Large" to "Map Size - Small". Define to which map settings (set by users in RMG settings) this generation method is linked.
*** Map Type
**** Category Profile Settings Link to map type settings.
**** Resource Map Type - Continent Link to map type settings. Means this generation method will be used only when the "Continent" settings is selected by users.
*** Game Flow Type
**** Category (none) Link to the game flow settings.
**** Resource (none) Link to the game flow settings. In the Land generation method, it is linked to "Game Flow Type - Normal"
*** Game Difficulty
**** Category (none) Link to game difficulty settings.
**** Resource (none) Link to game difficulty settings.
*** Advanced Settings (THexLGProfileAdvancedSettings) The advanced settings
**** Seed 0 The seed used for generating levels.
**** Use Random Seed False Generate random seed for generating levels instead of using the seed that is set in these settings
**** Wrapping False Is the map a wrapping map? Does not seem to make the map wrap (if you move east at the border of the map, you reapper west of the map) when set to True
**** Layer Type 1 item: Surface The layer types to generate Can contain several layers. The possible values are Surface or Underground.
**** Starting City Type Town Starting city setting that will be used for all players.
**** Starting Unit Type Medium Starting city setting that will be used for all players.
**** Fertile Plains (THexLGRealFactor) A factor that determines the amount of Fertile Plains that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Wetlands (THexLGRealFactor) A factor that determines the amount of Wetlands that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Barrens (THexLGRealFactor) A factor that determines the amount of Barrens that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Dense Vegetation (THexLGRealFactor) A factor that determines the amount of Dense Vegetation that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Mountains (THexLGRealFactor) A factor that determines the amount of Mountains that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Water (THexLGRealFactor) A factor that determines the amount of Water that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Diggable Walls (THexLGRealFactor) A factor that determines the amount of Diggable Walls that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Undiggable Walls (THexLGRealFactor) A factor that determines the amount of Undiggable Walls that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Temperate (THexLGRealFactor) A factor that determines the amount of Temperate that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Artic (THexLGRealFactor) A factor that determines the amount of Artic that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Tropical (THexLGRealFactor) A factor that determines the amount of Tropical that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Blighted (THexLGRealFactor) A factor that determines the amount of Blighted that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Volcanic (THexLGRealFactor) A factor that determines the amount of Volcanic that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value 0.5 A real number in the range [0, 1]
**** Player distance (THexLGDiscreteDistanceFactor) A factor that determines the distance between player spawn points.
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Roads (THexLGDiscreteAmountFactor) A factor that determines the amount of roads that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Roaming units (THexLGDiscreteAmountFactor) A factor that determines the amount of roaming units that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Pickups (THexLGDiscreteAmountFactor) A factor that determines the amount of pickups that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Cities (THexLGDiscreteAmountFactor) A factor that determines the amount of cities that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Dwellings (THexLGDiscreteDistanceFactor) A factor that determines the amount of dwellings that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Visit structures (THexLGDiscreteDistanceFactor) A factor that determines the amount of visit structures that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Treasure Sites (THexLGDiscreteDistanceFactor) A factor that determines the amount of treasure sites that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Exploration Sites (THexLGDiscreteDistanceFactor) A factor that determines the amount of exploration sites that should be generated
***** Factor Type
****** Category (none) Link to the factor type
****** Resource (none) Link to the factor type
***** Factor value Random Random picks an other value at random. None equals to 0. Few equals to 0.33. Average equals to 0.66. Many equals to 1.
**** Seal Settings (THexLGProfileSealSettings) This message is not an easter egg.
***** Placement Center Placement/distribution behavior of the seals. Only "Center" can be selected
***** Enabled False Will seals be generated for random maps?
* Fallback Land Theme/Overlay (THexLGThemeOverlay) The theme/overlay to use as a fall-back land theme/overlay
** Theme Link
*** Category Themes, Overlays, Terrain Types, Markers The theme link. NULL means 'any' theme. Can only be 'Themes, Overlays, Terrain Types, Markers' or 'None'
*** Ressource Temperate The theme link. NULL means 'any' theme. Can be any of the climate, including Subterranean.
** Overlay Link
*** Category Themes, Overlays, Terrain Types, Markers The theme link. NULL means 'any' theme. Can only be 'Themes, Overlays, Terrain Types, Markers' or 'None'
*** Ressource Fertile Plains The theme link. NULL means 'any' theme. Can be any of the overlay, including Coastal Mountains, Blocked Water, Frozen Water, Unpassable Mountain, River, Default Water, Lava.
* Fallback Lava Theme/Overlay (THexLGThemeOverlay) The theme/overlay to use as a fall-back lava theme/overlay
** Theme Link
*** Category Themes, Overlays, Terrain Types, Markers The theme link. NULL means 'any' theme. Can only be 'Themes, Overlays, Terrain Types, Markers' or 'None'
*** Ressource Volcanic The theme link. NULL means 'any' theme. Can be any of the climate, including Subterranean.
** Overlay Link
*** Category Themes, Overlays, Terrain Types, Markers The theme link. NULL means 'any' theme. Can only be 'Themes, Overlays, Terrain Types, Markers' or 'None'
*** Ressource Lava The theme link. NULL means 'any' theme. Can be any of the overlay, including Coastal Mountains, Blocked Water, Frozen Water, Unpassable Mountain, River, Default Water, Lava.
* Fallback Water Theme/Overlay (THexLGThemeOverlay) The theme/overlay to use as a fall-back water theme/overlay
** Theme Link
*** Category Themes, Overlays, Terrain Types, Markers The theme link. NULL means 'any' theme. Can only be 'Themes, Overlays, Terrain Types, Markers' or 'None'
*** Ressource Water The theme link. NULL means 'any' theme. Can be any of the climate, including Subterranean.
** Overlay Link
*** Category Themes, Overlays, Terrain Types, Markers The theme link. NULL means 'any' theme. Can only be 'Themes, Overlays, Terrain Types, Markers' or 'None'
*** Ressource Default Water The theme link. NULL means 'any' theme. Can be any of the overlay, including Coastal Mountains, Blocked Water, Frozen Water, Unpassable Mountain, River, Default Water, Lava.
* Generation Passes Item: 3

** Continent - Default Theme/Overlay
** Continent - Player Spawn
** Seals

The generation passes that are generated in the order that they are put into the list.

Generation - Continent (Terrain)Edit

Line 2: Continent - Player Area (Land)Edit

Parameter name Parameter value Help text from devs Comment
* Settings ((THexLGContinentPlacerSettings))
** Default Cost (THexLGPathCost) The cost value for the default cost ID
*** Cost Value -1

Line 26: Continent - Rivers (Blocked) [Rapids (blocked rivers)]Edit

Rapids are generated independently of normal rivers. They can be made to fork (noisy rivers), the number of rapids on the map can be tweaked (River Count) but it is very difficult to tweak their length.
By default, the number of rapids on a Medium map is between 0 and 2, and it increases with the size of the map.
The river count uses the following formula:

  • Minimm value of rapids = (Min Value * (Map factor + Offset) ^ Power) * Multiply


On Small and Medium maps, especially on Continents, the rapids may be hard to see because they will be covered by all the other terrains and structures that are generated after them (and thus cover them up). Conversely, on larger maps, it may appear as if there are many more rapids than the predicted number. That is because the rapids are very very long and are split into several segments by water between continents, mountains, lakes, and other obstacles.

Parameter name Parameter value Help text from devs Comment
* Settings (THexLGRiverGeneratorSettings)
** Default Cost (THexLGPathCost) The default cost to apply to cells Setting a negative value results in no river being generated.
*** Cost Value 1
** Water Cost (THexLGPathCost) The cost for flooding over water cells
*** Cost Value 1
** Player Cost (THexLGPathCost) The cost for flooding over player cells
*** Cost Value 0
** Noise Cost Items: 4
* Name * Settings ** Cost Value
1 (THexLGPathCost) 1
4 (THexLGPathCost) 4
8 (THexLGPathCost) 8
15 (THexLGPathCost) 15
The cost for value for creating noisy rivers The 4 parameters/values determine the turns rivers take. If 3 parameters are deleted, rivers will mostly be straight without any turn. If all 4 parameters are removed, no river is generated.
** Theme/Overlay Cost Items: 0 List of Theme/Overlay combination with an associated cost value
** Count Factor List Items: 0 The factors that influence the count of the object. Note: Factors are always in range [0,1] so the count can only decrease.
** River count (THexLGMinMaxIntFactor) The amount of river segment to generate. This is the total number of blocked contiguous rapids that will be generated on the surface layer. It is not related to the length of these rapids. The value is truncated (so if the game obtain 0.5, it will place 0 rapids).
*** Min Value 0 The minimum value of this setting
*** Max Value 2 The maximum value of this setting This is half the maximum number of normal rivers (4)
*** Offset 0 An offset value applied to the base factor before the Power is performed so ((x+Offset)^Power)*Multiply. (x+Offset) is clamped to 0 if smaller than zero.
*** Power 0.6 A Value that is the power of the map size factor; so a power of 0 means the size factor has no effect, because ((x+Offset)^0)=1. The result of the power is multiplied with the min/max value.
*** Multiply 1 A multiplier after the power is applied; so ((x+Offset)^Power)*Multiply, where x is the map size factor
*** Clamp Range (THexLGMinMaxInt) The final of the factor should be clamped in this range (if clamping is enabled). Use -1 to ignore clamping.
**** Min Value -1 The minimum value of this setting This means clamping is ignored
**** Max Value -1 The maximum value of this setting This means clamping is ignored
** Cost Range (THexLGMinMaxFloat) The cost range (normalized scale) of valid blob placement cells used for distribution control Does not seem to have any effect (with negative value or float values between 0 and 1)
*** Min Value 1 The minimum value of this setting
*** Max Value 1 The maximum value of this setting
** River Theme (THexLGThemeOverlay) The cost range (normalized scale) of valid blob placement cells used for distribution control Theme = climate
*** Theme Link The theme link, NULL means 'any' theme
**** Category Themes, Overlays, Terrain Types, Markers
**** Resource Water This Water climate cannot be modified, otherwise the rapids won't spawn.
*** Overlay Link The overlay link, NULL means 'any' theme
**** Category Themes, Overlays, Terrain Types, Markers
**** Resource Blocked Water
** Deco Weight ID Items: 3
* Name * Decoration Type ID * Placement Weight Comment
Water 0 1 50%
Water Lillies 1 0.5 25%
Water Reeds 2 0.5 25%
Control the decoration IDs to place

City area generationEdit

"there’s a weight for each different chance of spawning. For example, every city has a certain % chance to spawn a single gold mine in outpost range. Then on Town range, there’s a chance to spawn 1 or two structures, from pool of (IIRC) gold mine, farm, and all mana nodes (which have reduced chance). It’s….really hard to put one number on every site. There’s four “ring” spawners around each city, and they differentiate between player and independent (independent has easier access to higher level sites), and the independent set is also used for dummy cities (expansions resources in a spot the RMG planned a potential city to found).

Then after those, there’s global spawners, seperate for treasure sites, adventure sites, Inns, and Cursed Wells.

Merfolk also get a special pass that generates 3 sites in the city domain." (Gloweye)

Profile Settings Edit

Line 26: Map Size - SmallEdit

Map Height: 49
Map Width: 65

Area: 49*65=3185

Line 27: Map Size - MediumEdit

Map Height: 73
Map Width: 97

Area: 73*97=6789

Line 28: Map Size - LargeEdit

Map Height: 97
Map Width: 129

Area: 97*129=12 513

Line 29: Map Size - Extra LargeEdit

Map Height: 143
Map Width: 196

Area: 143*196=28 028