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IDProjectCategoryView StatusLast Update
0003230Dwarf FortressDwarf Mode -- Embark/Setuppublic2010-12-30 05:47
Reporteroolon1 Assigned ToToady One  
PrioritynormalSeverityfeatureReproducibilityN/A
Status resolvedResolutionfixed 
Product Version0.31.13 
Fixed in Version0.31.14 
Summary0003230: Hard to find places to embark due to civ sprawl
DescriptionI've done a few default medium and small worldgens now and it's been very hard to find a good place to embark. Huge swaths of the world are covered in the civ site tiles, and some are so large that they appear in the world level of the screen.

I'm posting this as a private issue, but I assume you can still see it. I don't want to put this as a bug if it's intended.
Tagscivilization, Intentional/Expected?, towns, worldgen

Relationships

has duplicate 0003286 resolvedLogical2u Dwarf Villages fill most available space 

Activities

kuketski

2010-09-15 23:18

reporter   ~0012694

Last edited: 2010-09-20 06:05

I`,ve generated LARGE ISLAND and i`ve spent ~ 10 minutes looking for free area to embark - too many locations on too few land make it very HARD...

TomiTapio

2010-09-16 08:03

reporter   ~0012706

Last edited: 2010-09-16 08:04

I think using year 150 instead of year 1050 is a workaround. Also cuts down on memory usage!

Artfunkel

2010-09-18 09:53

reporter   ~0012792

I also have huge tracts of land covered by many individual forts. The top end of one continent is almost completely paved over!

Artfunkel

2010-09-19 03:55

reporter   ~0012809

For reference and posterity:

http://img255.imageshack.us/img255/5058/worldmapregion210501008.png

Check out the bottom-left corner in particular. ;)

Generating world using parameter set MEDIUM ISLAND
 Seed: 21483631
 History Seed: 1086607205
 Name Seed: 3318958994
 Creature Seed: 1000859612

kynalvarus

2010-09-20 21:02

reporter   ~0012854

I found the same thing. Almost all forests were solid with elven villages, almost all mountain edges were wall-to-wall dwarves, and so on. The only empty spaces seemed to be in deserts and near glaciers. Also note that the Age of Myth never ended, and the average number of civilizations surviving 1050 years was about double what I'd seen in earlier releases. Goblin settlements were very scarce. Perhaps we just need more worldgen wars, calamities, and myth-age megabeast rampages? Make the elves, dwarves, and humans more prone to pointless wars with each other, or have some intra-race and/or civil wars? Increased aggressiveness would also likely cause the Ages to progress sooner, by killing the demons and megabeasts, no?

Artfunkel

2010-09-21 03:06

reporter   ~0012856

Simulation of population vs. food availability would help too.

Artfunkel

2010-09-23 11:15

reporter   ~0012922

This is supposedly fixed in 31.14, though there are large regions covered in grey fortresses...*but* when I visited one in adventure mode it's just a small village surrounded by fields. It would seem that the "forts" we're seeing on the embark screen are just the game's way of telling us that another settlement is already present.

Nevertheless, whole mountain ranges and forests remain carpeted with dwarven settlements after just a few decades. Even if it does make a bit more sense now, that's still some extreme growth!

Artfunkel

2010-09-23 11:25

reporter   ~0012923

(I've also found some settelements that are either very well hidden or nonexistent on the ground.)

Logical2u

2010-09-23 16:39

manager   ~0012931

Right, in 31.14 there are new options for controlling civilization sprawl. With default options is this still a problem (IE: Should the default options be tweaked) or is it, as a whole, somewhat better?

Issue History

Date Modified Username Field Change
2010-09-15 12:18 oolon1 New Issue
2010-09-15 20:31 Logical2u View Status private => public
2010-09-15 23:18 kuketski Note Added: 0012694
2010-09-16 08:03 TomiTapio Note Added: 0012706
2010-09-16 08:04 TomiTapio Note Edited: 0012706
2010-09-18 09:53 Artfunkel Note Added: 0012792
2010-09-19 03:55 Artfunkel Note Added: 0012809
2010-09-20 06:05 kuketski Note Edited: 0012694
2010-09-20 06:44 Logical2u Relationship added has duplicate 0003286
2010-09-20 15:12 Kennel Tag Attached: civilization
2010-09-20 15:12 Kennel Tag Attached: towns
2010-09-20 15:12 Kennel Tag Attached: worldgen
2010-09-20 15:13 Kennel Tag Attached: Intentional/Expected?
2010-09-20 21:02 kynalvarus Note Added: 0012854
2010-09-21 03:06 Artfunkel Note Added: 0012856
2010-09-23 11:15 Artfunkel Note Added: 0012922
2010-09-23 11:25 Artfunkel Note Added: 0012923
2010-09-23 16:39 Logical2u Note Added: 0012931
2010-09-23 16:39 Logical2u Tag Attached: AWAITING UPDATE
2010-09-23 16:39 Logical2u Tag Attached: Fixed in 0.31.14?
2010-12-07 19:35 user6 Status new => resolved
2010-12-07 19:35 user6 Fixed in Version => 0.31.14
2010-12-07 19:35 user6 Resolution open => fixed
2010-12-07 19:35 user6 Assigned To => Toady One
2010-12-09 11:00 user11 Tag Detached: AWAITING UPDATE
2010-12-11 08:51 user11 Tag Detached: Fixed in 0.31.14?